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  • Hmm it seems like this works:

    *Using trilinear,

    *then upscaling the pixelart layer x9

    *then pixelate ( size 1) *all* the pixelart objects - it produces only weirdness if I add the pixelate effect to the layer itself, I wonder why

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  • So, imagine I have a plastic toy device that has a tiny screen. The tiny screen is pixelart. The toy device is high resolution.

    But resizing things is suddenly not straight forward. The pixel art screen looks blurry when Bi/Trilinear is used, but the high res art becomes really ugly when nearest neighbor is used.

    Right now I'm doing it by pre-scaling my pixelart to 900% its size, and then doing a ton of math and conversions between positions and distances (everything is x9)

    Is there a way to use a "window" or a "frame" that displays crisp pixelart, upscaled in nearest neighbor?

    Ashley I guess I'm asking if there's a way to have per-layer scaling modes.

    Thank you!

  • Thank you Ashley

  • I know you do on your end, it's easy to see since sounds trigger *immediately* in Firefox Android.

    It boggles the mind that the chromium team think this has been solved. I get being super busy or audio not being a priority, but solved implies it's been tested and works.

    It doesn't work.

  • Ashley

    I asked on the above mentioned thread and they said

    "Chromium has used AAudio for some time now, which is what Oboe uses under the hood.

    "

    any idea what they're talking about?

    Here's a super simple C3 piano-type project: castpixel.itch.io/guitar-html

    Sound lags inexcusably on Android Chrome (and C3 cordova exported apk), but plays instantly on Android Firefox. I'm glad I can at least use firefox and a webapp for my specific use case, but what on earth is up with Chrome and Cordova then?

  • Ah! You're the best 😍 as ever. Thanks

  • So Ashley I know you've been saying that Google should fix Android to have lower latency. It seems they have

    android-developers.googleblog.com/2021/03/an-update-on-androids-audio-latency.html

    And it's evident in apps like Real Guitar on Android, where sounds play immediately after a touch event. On the same mid range phone, a simple construct 3 test apk produces 0.3 to 0.4 seconds of latency between touch and sound played. That's such a long delay, you can definitely hear and feel it.

    However, even google seem to be recommending an open source library called oboe.

    developer.android.com/games/sdk/oboe/update-build-settings

    Is there a way to use this in c3?

    Since my device and Android can perform with next to 0 audio latency (see Real Guitar), doesn't that mean that Construct 3 is lagging behind the times? We can't blame it on Android or the devices any more.

    Thank for reading

  • I've been told that this is really good for real-time music games and apps (such as drum pads, etc)

    Is there a way Construct 3 could use it?

    github.com/floatinghotpot/cordova-plugin-nativeaudio

    Ashley?

    ty!

  • Thank you for trying R0J0hound! If you can't do it, I don't stand a chance. But thank you also for the tutorial, that makes a lot of sense and at least I know where to start 🥰

  • Hi everyone. So I've been asked to accomodate adlib music files, it's an old music tracker format.

    Apparently this is a javascript/ webaudio plugin that can play those files:

    bitbucket.org/wothke/adplug/src/master

    but I have no idea how to use in inside of C3.

    Any ideas? I would kill for a tutorial on how to take all those useful javascript libraries from github and use them inside C3. Thank you!

  • Yes, cos splits the axes of movement to their horizontal and vertical components.

    The lerp idea is excellent, thank you so much dop2000!

  • Thanks dop2000

    Your method would allow 45 degree paths to be a lot faster than 90 and 270 degree paths, which feels kinda unrealistic.

    For now I'm doing clamp(60*abs(cos(sprite.Pathfinding.MovingAngle)), 30,60)

    but I was hoping there would be a less hacky way?

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christina

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