alastair's Forum Posts

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    Do you reckon it'll come in time for the summer sale? We missed the christmas one!

  • purplemonkey I'm not sure what you're trying to do, as Animmaniac pointed out you can't actually do what I was going for without using something like the Canvas plugin.

  • Do all the objects have to be on the layout already for it to work? Can I create an object from a different layout?

  • Oh nice, it's good to finally see a Steam plugin for C2! I hope it won't be too much work to get it working for Mac too.

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    Hopefully this will be ready soon, now that NW.js is looking decent.

  • Single/static images: use power-of-two size. Unless you change the setting "downscaling quality" to "high" which forces all exported images to be padded to a power-of-two size.

    Sprites with 2 or more frames: any size. Because they'll get turned into a power of 2 sheet.

    Tiled backgrounds: power-of-two size.

    Unfortunately we have to wait until WebGL 2.0 comes out before this silly power of 2 limitation is removed, however that may happen sometime this year.

    Source:

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    Is the nwjs team even aware of the problem yet?

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    Thanks for posting the issue again, it'll be good to keep track of the progress!

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    fqbx31cv

  • Thanks R0J0hound and oosyrag, much appreciated!

    Here's a .capx of what R0J0hound did, I tried your code but your max/min thing is a bit weird to me since it seems to make the Amount value snap instantly to 0 and 1? However when I use clamp it works fine.

    Yeah oosyrag, that's a good idea! Since I know that sin and cos are like that, I tried using cosine for the scrolling amount and while it isn't perfect it seems to work pretty well, thanks!

    edit: didn't notice your edit, your zoom is very straight! That works well, thanks.

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  • Goal: I want to smoothly zoom in/out WHILE scrolling to a point point, WITHOUT it feeling wonky or swingy.

    What math formula can I use to achieve this?

    Problem: It feels like the camera is doing a curving swing rather than a straight zoom. I'm currently only using a basic Lerp formula for this.

    Capx, showing my attempt using Lerp:

    Visual illustration of how I would ideally like it to work, if I was good at maths:

    The thick red lines representing the final and starting zoom sizes.

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    I'm hoping the next beta update will have an updated working one

  • Only during preview.

    I haven't found that to be true. Maybe I've been doing something incorrect somewhere? If that's actually suppose to be a feature, then I suppose I'll submit it as a bug report.

    Example (capx):

    As you can see, the power-of-two sized sprites move/look smoother and with less pixel jitter. Without being that square size, it seems as if it's doing "point" sampling rather than "linear"!

    Anyway, I hope WebGL 2 won't take too many years, so we can get this one improvement!

  • Yeah it's a shame it's inefficient, but non-power-of-two sprites aren't smooth or render as well as power-of-two when scaled/zoomed out. Sometimes quality matters!

  • Do you reckon WebGL 2 will come out by the end of this year or so?

    I can't wait to not have to make every sprite power-of-two sized!