Ashley's Recent Forum Activity

  • Nope - I don't think the HTML5 spec requires any particular sampling method. It would have to be a WebGL feature. I've noticed Chrome seems to always use point sampling and other browsers use linear, so you're at the mercy of browser makers. However, I have a feeling when Chrome adds proper hardware acceleration, it will also use linear sampling.

  • I do think everything Microsoft has said about WebGL is rubbish. Other browser makers have secure implementations of WebGL. For example, they clear all surfaces that are created to transparent black, which prevents the "take a screenshot of your apps" security issue. Honestly, they just don't want to implement it because it would help promote OpenGL, which is a competitor to DirectX.

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  • Internet Explorer has OK sound support - it does cache files after the first time it's loaded. Firefox and Chrome have new audio APIs which are separate to the audio tag that I'm using right now. It's possible to use those Firefox and Chrome specific audio APIs to get good playback. It's a bit of a waste of time, though, to do all that just because Chrome and Firefox have terrible caching. I guess Gamesalad have gone that way.

    What has the internet come to when IE works and you have to add special workarounds for Firefox and Chrome??!! :S

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  • OpenGL seems to be incredibly difficult to get working on lots of hardware. It's also difficult since I don't have one of the problem cards to test on, so I can't just spend a few hours and fix it, I have to just make guessed changes and see what people say. When I'm back I'll poke through the 47.2 -> 48 changes again more carefully and see if there's anything I can change.

  • The main problem with supporting WAVs I think is that new users who aren't clued up on audio formats will use it for long sound effects and music anyway (not all users come by the site/forum to read up on this stuff). Then they end up with megabyte-sized projects which take ages to download. If it happens a lot then C2 becomes associated with slow, inefficient web apps.

    So I don't think C2 should give you the choice. If you can't choose, you can't choose wrong. Ogg and AAC are just fine even for short sound effects. Even a short 1 second clip I've found is reduced from 180kb to about 14kb with Ogg/AAC. Consider that saving with 10-20 sound effects.

  • If you're happy with commandline applications, Nero have a commandline AAC encoder:

    http://www.nero.com/enu/technologies-aac-codec.html

    Haven't tried it myself, let me know if you have any luck with it.

  • By popular request here it is: how to make a game fill up the screen while

    • keeping the same aspect ratio,
    • zooming in to fill as much of the screen as will fit, but only integer zoom levels so weird stretch patterns don't appear,
    • filling extra space with black bars,
    • not wasting VRAM (you import all your graphics at normal size),
    • positioning UI elements at the same place on-screen,
    • and not blurring the display.

    I always assumed it was possible, but nobody seems to have done it yet. It has been possible in Construct Classic for a while, but I'll admit - it was a little complicated. You have to use some tricks.

    Here's the file: http://dl.dropbox.com/u/15217362/fullscreen.cap (r1.2)

    How it's done:

    We shouldn't stretch the window surface, or DirectX will probably linear filter it, blurring the pixels. So Project Propertes -> Resizing is set to "show more window content" - making the window bigger shows more pixels, without automatically sizing anything. We do the zooming ourselves.

    Project Properties -> Sampling is "Point", so nothing linear filters and blurs.

    Layout properties -> Unbounded scrolling enabled, so we don't hit scrolling limitations to do with zoom.

    There are three layers: main, UI and one for the black bars. These are all ordinary scrolling layers. This means we don't have to deal with objects going offscreen when the zoom changes, the objects are manually positioned.

    Most of the rest is Good Old Maths:

    • a global zoom is set to the largest integer size that will fit inside the screen bounds. So for example if 2x will fit, it will use that, or 3x if it fits, or 1x if the window is small.
    • some maths positions the black bars on a scrolling layer in such a way they obscure everything that you shouldn't see.
    • the UI layer is also a scrolling layer, but a UIOrigin sprite is positioned at the top left of the viewable area, so you can position your UI elements from there.
    • F and W switch between fullscreen and windowed.

    Hope that helps. Back to Construct 2!

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Ashley

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