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Messages - Atelier Sentô

Pages: [1] 2 3 4
1
WME Lite / Re: WMELite development version for Android
« on: April 27, 2016, 09:43:12 PM »
Wonderful! I'll test it as soon as possible.
Many thanks, Daniel, for your great work on WME lite!

2
Technical forum / Re: Strange artifact on scaled png
« on: March 05, 2016, 01:24:52 PM »
Thanks a lot for the answer!
I'm going to correct all my sprites (there's a lot of them so it may take some time).
Then I'll come back to say if the problem is totally solved.
And hopefully it will.

Thanks again!

3
Technical forum / Re: Strange artifact on scaled png
« on: March 05, 2016, 12:12:39 PM »
You always use the same software to save your PNG?
I use photoshop to save my png. But I've tried with an old version and with a recent one. And the lines appear in both cases.

if you can upload a compiled scene with the character (include also the exe) I could test it on a couple of computers.

Here is a compiled scene:
http://thecoralcave.com/stock/forums/game_png_problem.zip
It's a white background where you can walk. At the top, the character scal is 20% and at the bottom 200%.
I hope it will help.

Many thanks for your help!!!

4
Technical forum / Re: Strange artifact on scaled png
« on: March 04, 2016, 11:22:59 PM »
I can't see any problems with the files. Too bad it's not the usual issue (leftover pixels) Try to save them from another program.

I can't create a project atm to test it. if you can upload a compiled scene with the character (include also the exe) I could test it on a couple of computers.
OK, thank you!
I'll upload a compiled scene tomorrow morning.

I may have a clue.
I've made a test with 2 sprites:
http://thecoralcave.com/stock/forums/pngproblem06.jpg
On the left: there is empty space between the edge of the png and the edges of the drawing (green arrows).
On the right: there is no empty space between the edge of the png and the edges of the drawing (red arrows).

Then, I put those to sprites in a scene (using "add sprite entity") and I set their scale to 200%:
http://thecoralcave.com/stock/forums/pngproblem07.jpg
As you can see, strange lines appear on the second sprite (red arrows on the right) while the first sprite is OK.
(in fact, a very subtle line is barely visible in game, where I've drawn green arrows. But it's totally invisible on the screenshot)

Do you think there's a logical relation between those lines and the way I cut my pngs?
I usually try to remove as much empty space as possible when I cut my pngs.
Maybe it wasn't a good idea after all...

5
Technical forum / Re: Strange artifact on scaled png
« on: March 04, 2016, 09:32:52 PM »
Can you upload the png file of the character? I've seen this happening in the past with scaling when some pixels are left in the transparent areas.

Here is the head you see in my 3rd image. When scaled, it sometimes has lines on the bottom:
http://thecoralcave.com/stock/forums/pngproblem04.png

And here is a sprite of the entire character. Lines also appear on this one when it's scaled but there are more subtle:
http://thecoralcave.com/stock/forums/pngproblem05.png

Have you tried to simply use molly without using characters created by other software?
If it does not happen with molly it is a good starting point to find the problem ...

I've created a new actor and left the default sprites (it wasn't Molly but the pink cowboy).
There was no line.
It's a good news indeed: there's probably a problem with my png so it should be easier to fix.

Thanks a lot for your help!!!

6
Technical forum / Re: Strange artifact on scaled png
« on: March 04, 2016, 06:11:05 PM »
Many thanks for your answers!

Have you tried to launch your game on another PC? Those lines seem caused by the video card, or eventually its driver.
I've made a few tests today on another computer and, unfortunately, I saw the same lines...

Another test I would do, temporarily try changing sprites, with and without subframes.

I've changed the character, using one single sprite instead of several subframes.
The lines were still there when the character was upscaled.
(but I didn't see them when the character was downscaled)

Is this happening with WME or WME lite?
The lines always appear with WME.
I remember seeing them with WME lite too.
But I've made a test today with WME lite today and there was no line on the character. (but there was still some lines on the upscaled transparent png used as a foreground in the scene.

And does enabling resp. disabling the "pixelperfect rendering" option in WME lite make a difference?
Ah, I'm sorry I'm more an artist than a programmer so I'm not sure how to do that.
The WME lite I use is the one you sent me 2 years ago (when I was having this aliasing problem and it perfectly solved it).

Does the changes you suggest have to be done in the settings.xml file?


Oh I forgot to say: the lines appear and disappear when the scale change.
Per example when the character is 50% there are no lines.
At 60% you see the lines. But at 70%, no lines...
(I don't know the exact scale percentage so I used random numbers)

Many thanks again for your help!

7
Technical forum / Strange artifact on scaled png
« on: March 02, 2016, 03:00:49 PM »
Hello,
Recently, I've been noticing strange things happening on the transparent pngs I use for my game when they are scaled by the engine.
Here is an exemple:

My main character has subframes for animations (turning the head, blinking,...):


Sometimes, when the character is scaled in-game, strange lines appear on the edges like this:





(those images are screenshots from the game. I've created a scene with a white background so the problem is easier to spot)

You can see there is no strange line on the 100% size. They appear only when the character is scaled.

Also:
- it happens when transparent png are downscaled but also when they are upscaled.
- on my example it happens on subframes but I also saw it on single sprites with no subframe.
- it happens when I play the debug version from Project Manager but also when the game is compiled.
- it doesn't happen all the time but only from time to time.

I have no idea where it comes from!
And I don't how to solve it.
So if you have any idea, it would be wonderful!
Many thanks in advance.

8
WME Lite / Re: Problem with Japanese font on WME Lite
« on: February 07, 2015, 02:12:54 PM »
I've used a Japanese font instead of Arial and it works fine now.
So my problem is solved!

9
WME Lite / Problem with Japanese font on WME Lite
« on: February 06, 2015, 03:15:45 PM »
Hello,

I'm localizing my game into Japanese but I have a problem.

I've created a string_jp.tab for the subtitles and I've encoded it in UTF-8 using Notepad.

This tab is loaded when the player clicks on a little flag which launchs this script:
Code: WME Script
  1. on "LeftClick"
  2. {
  3. Game.TextEncoding = 1; //Switch the game to UTF8
  4. Game.LoadStringTable("string_jp.tab", true);
  5. }

The font I use is Arial and the settings are:
Code: WME Script
  1. TTFONT
  2. {
  3.   SIZE = 30 
  4.   FACE = "Arial"
  5.   FILENAME = "fonts\arial.ttf"
  6.  
  7.   BOLD = FALSE
  8.   ITALIC = FALSE
  9.   UNDERLINE = FALSE
  10.   STRIKE = FALSE
  11.  
  12.   CHARSET = 11
  13.  
  14.   COLOR { 0, 0, 0 }
  15.   ALPHA = 255
  16.  
  17.   LAYER
  18.   {
  19.     OFFSET_X = -3
  20.     OFFSET_Y = 3
  21.     COLOR { 0, 0, 0 }
  22.     ALPHA = 255
  23.   }
  24.  
  25.   LAYER
  26.   {
  27.     OFFSET_X = 0
  28.     OFFSET_Y = 0
  29.     COLOR { 255, 255, 255 }
  30.     ALPHA = 255
  31.   }
  32. }

When I click "Run game" in WME Project Manager, the subtitles are displayed: there's no problem at all. It works perfect!

But when I try to run the compiled data.dcp in WME Lite, the Japanese subtitles are invisible.
All other languages work fine.

Maybe there is something to know about wme lite when using UTF-8 ?
I did some researchs on the forums but I couldn't solve my problem.

Many thanks for your help!

10
Technical forum / Re: New scene ?
« on: January 22, 2015, 11:03:09 AM »
Salut Karl,

There's a French tutorial right here:
http://res.dead-code.org/doku.php/fr:wmebook:start

It's really well done and easy to follow.
All the answers are there. Good luck!

11
Technical forum / Re: Saving memory using small upscaled images?
« on: July 18, 2014, 12:24:31 PM »
Great ! So I will use this trick everywhere it can't be noticed.
Many thanks for the answer!

12
Technical forum / Re: Saving memory using small upscaled images?
« on: July 18, 2014, 12:03:51 PM »
Hello,
I have another question about saving memory.

I often use large trasparent png in my game to create lighting effects (sun rays per example).

A friend suggested to resize them 4 times smaller in photoshop and then to attach this code to the entities:
Code: WME Script
  1. this.Scale = 400;
So they will be displayed at the expected size in the game.

I seems to work very well (the HD image is already blurry so there's no visible difference with the small upscalled image).

Is it a good way to save memory in the game?
Should I try to use this trick as often as possible?

Thank you for your help!

13
Game announcements / Re: Shadow Of Nebula
« on: July 08, 2014, 11:39:03 AM »
A very impressive game!
I voted "yes".

14
Technical forum / Re: AlphaColor problem
« on: June 13, 2014, 10:23:10 AM »
I've had a similar problem today with the sprite of a shadow.

I wanted it to be more blue and transparent so my code was:
Code: [Select]
shadow.AlphaColor = MakeRGBA(13, 5, 54, 100);
But nothing happened.
After checking the sprite in SpriteEdit, I saw the opacity was already set on 100.
So WME was reading only the setting from SpriteEdit: (255, 255, 255, 100).
After setting the opacity on 255 in SpriteEdit, the code in the script:

Code: [Select]
shadow.AlphaColor = MakeRGBA(13, 5, 54, 100);
started to work normally.

So if your buttons are sprites, check on SpriteEdit if, on every frame, alpha color is set on (255, 255, 255) and opacity on 255.
Then maybe your code in the script will work as expected.
Hope this helps!

15
Technical forum / Re: Screen resolution scale
« on: May 21, 2014, 11:10:56 AM »
If you have 3D actors and want to stick to WME, there's also this useful tool created by metamorphium:
http://forum.dead-code.org/index.php?topic=5792.0
It will allow you to easily resize your 1080p game and create a new one in 720p.

But be careful:
Quote
Warning! This tool is highly experimental and it’s not meant to be used over the main copy of your project. Always use it on a copy which you make separately for scaling.

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