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Messages - UnusualCadence

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Here's a Gameboy Color Palette shader. It limits the color palette to 4 user definable colors based on the original color's intensity. The RGB values of the 4 colors can be modified to create your own 4 color palette!

Hello! I've been using this shader as a base for my game's palette effects, but modified it to be 8 colours (and removed all the uniform variables). It's super slow on mobile though - it reduces the framerate to 35 from 60 on an iPhone 5! I don't know if you might have any ideas or tips on how to go about optimising this? It doesn't seem like it should be such a huge performance drain - but I don't know much about shaders!

Edit: Replaced a bunch of stuff with a simple if statement that checked each threshold and applied the correct colour.  Runs at 60fps on mobile now.

Ask a Question / Blend modes (additive/multiply/screen) on native
« on: October 19, 2016, 10:43:15 am »

So ever since Stencyl moved over to OpenFL and Haxe, setting blends on actors and layers in mobile or desktop don't work in the same way as they do on the Flash target - ie, they only affect themselves and do not affect other actors or layers. In fact, raw drawing on to layers doesn't do anything blendy at all! This prohibits doing funky lighting effects, particles and other whizzy things that are a doddle in say, GameMaker or another OpenGL powered 2D engine.

Given that Multiply, Add and Screen are actually supported in native targets, it seems to be that the implementation is buggy and may be able to be addressed? It doesn't seem to be a next/legacy thing as the same behaviour is noticeable in either compile mode.

If any of the Stencyl super-whizzes are able to look in to this and see if it's something that can be remedied, that would be super amazing!

Extensions / Re: Drawing Utils Extension [1.3]
« on: May 06, 2016, 06:26:27 am »
Quick bump question! It seems that the "Draw Arc At Center" block tanks the framerate on mobile - I'm drawing loads of circles, squares, stars and other things to the screen, but the 'arc' one drops the framerate down to 40 and lower on an iPhone 5c depending on how great the angle range is.
Is there any reason this might be happening - is it a bug or just a limitation of the drawing features in OpenFL? :)

Chit-Chat / Leaderboards for Mac/Windows/Linux
« on: April 25, 2016, 03:19:26 am »

So Google Play and Game Center are pretty great for quickly adding leaderboards and achievements to mobile games, but outside of Steam are there any really good services that are similar for desktop? Am I correct in thinking that both Apple and Google's APIs can also intergrate with their respective Mac/Windows platforms?

Chit-Chat / Re: Ludum Dare 35, April 15th-18th - Are you in?
« on: April 18, 2016, 04:48:20 pm »
Phew, just about got my entry in! Wish I had time to hook up the gamepad controls, but a man's gotta sleep!



By the way, if you want to experiment, you can also enable openfl next, but it is by no means official or supported.
Code: [Select]

I actually had a little play around with this a few months ago. I had to rip out all the Shader and Gamepad code to get it to compile, but with a bit of hacking it built! Sadly though, it seemed that it didn't render any tiles, so I didn't actually SEE very much in the end :)

Ask a Question / Re: All my games have jerky motion?
« on: March 15, 2016, 02:52:42 am »
I'm noticing jerky characters much more since I did the above camera-jitter-solving patch! I think it has something to do with either using the 'push player gently in direction' function, or changing the x-speed every frame -  I have one game where actors are moved using the 'set velocity' function and it's as smooth as anything. Doing some further tests and will let you know if I can solve this :)

Ask a Question / Re: All my games have jerky motion?
« on: March 12, 2016, 09:40:23 am »
I integrated the change that Letmethink made to the layer.hx, and it's solved my camera jittering woes! Thanks :D

Journals / Re: Total Spaghettification [WIP]
« on: March 07, 2016, 02:57:08 am »
It's exactly that, a custom shader - they do run on mobile... although they are painfully unoptimised! This effect is just offsetting the RGB values of the final rendered texture so it seems to run with very little impact :)

Journals / Re: Total Spaghettification [WIP]
« on: March 03, 2016, 12:09:01 pm »
It is still two buttons, different combos of which let you wall jump, ceiling slide, and do various tricks to manoeuvre around the levels in record times! This means that the desktop release of the game will be fully compatible with Donkey Kongas :)

The main character and all the animations are under revision at the moment, so I'm looking forward to showing off all the time-trial-tricks once that's done.

Journals / Re: Total Spaghettification [WIP]
« on: March 03, 2016, 02:24:16 am »
Working on some funky transitions for the level changes!

Chit-Chat / Re: Stencyl beyond 3.4
« on: February 21, 2016, 03:53:01 am »
I don't think OpenFL and Haxe are a dead end at all, especially in the mobile space, and console ports are in the works as far as I can tell! If it's good enough for Paper's Please, then it's good enough for me :)

The biggest problem with OpenFL, as I vaguely understand it, is that as an open-source project things tend to get refactored quite dramatically, which leaves Stencyl a few versions behind as it's a lot of work to catch up with all the changes and not have a broken product. It's tricky being slaved to third party tech, but if the benefits are that I can get native performance on Mobile, Windows and Mac at the click of a button and (most importantly) my games run consistently on all platforms then I think it's worth the hassle!

I would like to see a little bit more communication on the current roadmap plans though - just to see what's being planned for the near future. The team are doing a pretty great job at the moment sorting out a lot of bugs and edge cases and making the tool they're offering as stable as possible.

Journals / Re: Total Spaghettification [WIP]
« on: February 20, 2016, 04:04:13 pm »
Featuring 'Accurate Water Physics!™'

Journals / Total Spaghettification [WIP]
« on: February 20, 2016, 03:28:44 pm »
Hello everyone!

A couple of years for Ludum Dare I made a two-button platformer with the intention of it being speed-run called Total Spaghettification. Here's someone doing just that!

I've recently dug it out of storage and started remaking it for an iOS/Android release, complete with a whole ton of new levels, features, time tracking medals and loads of other stuff.

Planning to fill this thread up with animated gifs, sounds, music and progress as it develops :)

A well deserved success! Looks great, perfect platform mechanics for touchscreen and very charming :)

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