cesisco's Forum Posts

  • Ashley

    tumira

    It works fine in FIrefox, it seems that is a problem with Chrome.And i guess the bug occurs in Crosswalk too because it is a Chromium based engine.

  • Are you definitely using Chrome and not the stock browser?

    Ashley, yes i'm using Chrome, and this happens in the final intel apk build from crosswallk for android too, and is not a problem of a specific game but in every project i have the Audio object.Tks

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  • Hi, it seems that the problem is not in C2, but i only have 1 android device, and maybe someone have the same problem.

    When i run a Construct 2 game, my Android device(4.2.1) goes almost mute,the sound is played very low, and the volume buttons can't control the volume anymore(even in other games and apps like youtube).I have to restart the device to fix the problem.

    This happens only when the Audio object is in the project, and the problem occurs when i run the game on chrome for android

    I don't know if this is related to this chromium bug?

    chromium issue

    Can someone clarify this issue for me?

    Thanks

  • Hi, i think this can be useful to test the scale modes, and how they work in a different set of devices.

    responsivetest

  • PixelPalette congratulations for the deal.

    Can i ask you if it was a game optimized to moblie browsers or desktop browser?(i would like to know if there is some market for better/complex games in desktop browser in these days...)

    Thanks.

  • My game was #43 overall(COMPO), i think it's fair for my first LD48 COMPO.

    Rating and playing more than 200 games was like a mini game designer course.

  • > Just an interesting report.It would have been interesting, if it were reported by a neutral organization and not an online gaming network <img src="smileys/smiley2.gif" border="0" align="middle" />

    ....i said interesting, not reliable <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Just an interesting report.

    State of gaming by Spil games

  • HI, finally i made it, my first LD Compo.

    The final result was not what i expected... bit i did my best.

    You only get one Path

    <img src="http://www.ludumdare.com/compo/wp-content/compo2/308734/15361-shot1.png" border="0">

  • We have no plans to improve it right now. I'm not clear how we can actually solve the seaming in a reliable way, and just pixel rounding and letterbox integer scaling should be enough to solve the seaming. (I think even with linear sampling those settings should solve the seaming - point is just to guarantee it really.) Why not just go with that?

    !

    Ashley, ok thanks. i'll go that way.Keep up the outstanding work <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Insist that the main developer responds, knowing how busy the guy is? Really?

    Some people :(

    First, my name is not "Some people", is C?sar/cesisco, you can call me that.

    I was only asking a 2nd time because, Ashley maybe missed the post, i don't like to just "bump" the post.

    In the last 5 years i spent over 20.000 Euros in software, and i never kwew a company with better costumer support, but of course i can understand if they can not answer every single question, what i can not understand, is someone giving the answers for them.

    For the last 4 years, until now i have been polite in these forums, and i would love to remain like that.

  • Ashley , sorry to insist, but can you answer the question above?

    Just to know if it worth to wait a little bit for some Tilemap improvements.

    Thanks.

  • Ashley, should i expect any improvements to the Tilemap object(the "seams" problem)in the near future?

    Because it will be a lot harder to revert the Sprites to Tilemaps in a later stage of my game development.

    Thanks.

  • I'd rather we find a way to fix the tilemap object so you can use it, since it's designed specifically for this type of thing already, than add other features duplicating what the tilemap can already do. Are seams the only reason you don't want to use tilemaps?

    Ashley, yes the seams are the main reason.The tilemap without the seams would be almost perfect.Better than that, i can only imagine the tilemap object with an autotile option <img src="smileys/smiley4.gif" border="0" align="middle" />.When enabled, just draw any tile , and let the Tilemap auto tile them correctly.

    Thanks!

  • If you don't use the same settings as the tilemap object, you'll have the same problems - the sprites will seam along the edges. And it will be slower, because the tilemap object has unique optimisations. So why not just use the tilemap object?

    Hi Ashley, with the sprites i can make them 1 or 2 pixels bigger, and i don't have the seams problem anymore.

    like this:

    <img src="https://dl.dropboxusercontent.com/u/46383802/report/tiles1.png" border="0" />

    About the performance, i only use the Auto tile sprites in the edges of the "terrains", and those sprites will be only a fraction of the total graphic assets, and i aim mainly for PC games with much better performance than mobile.

    <img src="https://dl.dropboxusercontent.com/u/46383802/report/tiles2.png" border="0" />

    Take a look at a structure like this, even with the Tile map object it would take a few minutes to figure out how to assemble the correct graphic tiles, and if you draw the sprites directly and use the auto tile function, it would take just a few seconds.

    <img src="https://dl.dropboxusercontent.com/u/46383802/report/tiles3.png" border="0" />

    But don't worry, it seems like i am the only one who would take advantage of this...

    Thanks