Search found 102 matches

by Imaculata
Wed Mar 22, 2017 7:12 pm
Forum: Support and Development
Topic: I can't understand collision - Please help me understand
Replies: 3
Views: 2522

Re: I can't understand collision - Please help me understand

Without diving head first into actual code, the basics of collision detection are this: You have two objects. For the sake of convenience, lets assume they both have a hitbox that resembles a rectangle: A player, and a wall. Now the player obviously does not look like a rectangle, but that is just t...
by Imaculata
Tue Mar 21, 2017 1:38 pm
Forum: Support and Development
Topic: How to do 2d water distortion?
Replies: 0
Views: 1706

How to do 2d water distortion?

You may have seen some of my progress on this 8 bit Castlevania-style game. The game is a sidescroller, and I'm trying to find a good way to do a water distortion effect. I had a look in the shader topic, and only found this simple distortion shader that you see in the screenshot here. It's close to...
by Imaculata
Thu Mar 16, 2017 12:28 pm
Forum: Support and Development
Topic: [STI/Tiled] Less Layers For Efficency or More Layers For Readability?
Replies: 4
Views: 4506

Re: [STI/Tiled] Less Layers For Efficency or More Layers For Readability?

I think that depends entirely on how you use the information contained in the file. Here's what I'm currently doing for my 2d platformer: I first create two layers in Tiled: +Backgrounds +Entities I then export these as an csv file , not a lua file. This creates a separate CSV file for each layer . ...
by Imaculata
Thu Mar 16, 2017 8:39 am
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

I always remember those classic games being a bit blurry, but because it was on a tv, it never bothered me. It kind of hid the imperfections of the games. But this game is meant to be played on a pc, so I might not want to copy that blurriness. I think gamers would expect a game on a monitor to look...
by Imaculata
Wed Mar 15, 2017 9:12 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

bartbes wrote: Wed Mar 15, 2017 7:40 pm Please.
Don't.
Quadruple.
Post.
Apologies, I didn't want to post a wall of text.
by Imaculata
Wed Mar 15, 2017 6:50 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

Just an update. Here's what the game looks like on these two resolutions. I think we can all agree that both of them are a vast improvement. But which one to choose? https://image.ibb.co/dcN4Aa/merdialhcanvas2.jpg 320x176 clearly has the best screen coverage, but you can tell that part of the room i...
by Imaculata
Wed Mar 15, 2017 6:34 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

Something good to think about is choosing a resolution that will scale up nicely without much abnormally sized pixel distortion. One I've found that will scale up to both 720p and 1080p is 320x176. It's slightly less (4 pixels) high than exact 16:9, but it is barely noticeable and will allow for 20...
by Imaculata
Wed Mar 15, 2017 6:26 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

I myself am using 400x240, which is the same resolution Shovel Knight uses. Even without doing the 4.5x4.5 pixel stretching to full screen that they did, it fits a decent amount of tiles per screen (25x15 of 16x16px tiles) and doesn't require too enormous black bars if you want to scale with even n...
by Imaculata
Wed Mar 15, 2017 6:08 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

From what I can tell looking at your screenshot, you're using a 16:10 resolution. 25x16 tiles. Which will end up distorting on a lot of peoples displays anyway. I like to aim for 16:9 just because it's mostly standard these days. Even though my computer is 16:10, using normal 16:9 will allow people...
by Imaculata
Wed Mar 15, 2017 3:06 pm
Forum: Support and Development
Topic: Pixelart - Canvas rendering question
Replies: 19
Views: 11457

Re: Pixelart - Canvas rendering question

I am completely clueless when it comes to CRT shaders.