purplemonkey's Forum Posts

  • Hello,

    With Web storage now switched to Local storage, what is the best way for me to implement multiple remap-able controls?

    I need to be able to remap controls of two players for both keyboard and gamepad.

    I'm having a rough time wrapping my head around all this at the moment and would sure like a nudge in the right direction. Would Local Storage + Dictionary be a fitting combo?

  • This would be great -> http://sheepeuh.com/rain/

    Wow. Yup, that rain would do well.

  • purplemonkey, I took a look and I know what the problem is. If I have time this weekend, I'll see if I can get a fix out.

    linkman2004 Hey Chris, did you ever find out the root of this issue?

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  • Yup, this version is crashing for me too.

  • I can reproduce, and it happens in browsers too: http://www.scirra.com/labs/bugs/overlaytest/

    (Please always test everywhere you can, this is important information for bug reports)

    This could be tricky to fix, I guess it relates to how the spritesheeting on exports interacts with background-blending WebGL shaders. I'll investigate, but may postpone this to the next beta cycle (I want to have a stable update out soon).

    Thanks Ashley! No worries, take your time.

  • Has anyone had a look at this or tried the capx? I'm not sure if I'm the only one experiencing this issue right now.

  • purplemonkey This is fantastic! I love the art style, animations and the idea of co-op. Amazing work!

    rozpustelnik Thank you!

  • Okay, I just tried this and I am seeing the exact same results as in Tokinsom's provided GIF example.

  • Two screenies from our 2D co-op adventure game, Yonder.

    Click image for better quality

    Click image for better quality

  • Problem Description

    I seem to be experiencing some issues with overlay effects on animated sprites, but only when exporting projects.

    I'm not sure if this goes for other platforms but so far I have only investigated further with NW.js.

    So to clarify, overlay effect on animated sprite DOOES work when previewing a project with NW.js but DOES NOT work upon exporting.

    I am on the latest NW.js version (v0.12.0 (Chromium 41)

    Attach a Capx

    https://dl.dropboxusercontent.com/u/2053779/animated_overlay_nwjs.capx

    Description of Capx

    This CAPX file has got one animated sprite with overlay effect and one non-animated sprite with overlay effect for comparison.

    Steps to Reproduce Bug

    • Step 1: See if everything works in NW.js preview
    • Step 2: Export to NW.js
    • Step 3 See if it still works

    Observed Result

    The animated sprite with overlay effect flips out.

    Expected Result

    The expected result is for the animated sprite with overlay effect to work properly.

    Affected Browsers

    • NW.JS: Yup!
    • Chrome/Firefox/IE: Haven't looked at this, sorry! Operating System and Service Pack Windows 8.1 Pro Construct 2 Version ID 204.2 (64.bit)
  • purplemonkey - did you do your bug report yet?

    Not yet!

  • When you say they work in preview are you previewing using NW.js?

    Yup!

  • To follow up what I was talking about before. I finally figured out why our game was breaking on NW.js export.

    It seems that upon export, all animated sprites with overlay effect break. However, all non-animated sprites with overlay effect still work perfectly.

    I tried creating a new project confirming my suspicions and I was able to re-create the bug 100%.

    To clarify, animated sprites with overlay effect seem to work in preview but as soon as the project is exported to NW.js it all goes south.

  • Thanks for the info and tips Nesteris!

    purplemonkey

    Wow, that looks fantastic! That's in C2 right? Would you mind if I bumped questions off of you some time?

    Do each of those videos take up the whole 10k layout? and does each 10K Layout have fully wide 10K hand drawn backgrounds and backdrops? They look like huge scrolling images which is my biggest concern

    Thank you! Yes, it's in C2. The videos do not show a whole 10k layout, since it's displayed in 1080p it's about 5-6 screen widths per layout.

    We are most definitely not just throwing in 10k width images in the layouts. What we do is draw the whole layout using separate software and then output it split into smaller images. But we try to be aware as much as possible of where and what we can optimize. For example, the foreground in our game is mostly blurred and so the foreground images were saved in 50% size and then doubled in size ones placed in C2. So it is best to always be aware of the parts that really need to be sharp and the ones that aren't as important.

  • Hi ya,

    My brother and I are making an adventure game with high resolution images (spreading across several layers) and a heck of a lot of sprite animations and at least for now it's working very well.

    Layouts are about 10k and we're using multiple effects covering the whole screen at all times. In regards to animations, right now we've got 2 characters always on screen with about 35 animations each (and growing). Current estimated image memory is about 200-350mb per layout.

    I have been trying to regularly optimize or at least not go overboard with different things but at the moment, this is all running in 1080p, 60fps on dedicated graphics and 40-50fps on my brothers Surface Pro 2, which has got an Intel HD4400 graphics card. I don't want to jinx anything but I'd say so far it seems possible.

    If you'd like to see more about the game itself you can find info, screens and videos at http://yondergame.com/.