Arima's Forum Posts

  • TIGsource.com and gamedev.net might be good places I suppose.

  • I wasn't ready to announce that I was working on it, but I guess now is as good of a time as any...

    Err... whoops. Sorry about that!

  • I've noticed an odd performance problem with firefox 4. I have a 1920 by 1080 display. If the browser window - not the HTML five canvas window displayed in the webpage - takes up the whole screen, the frame rate gets all choppy. It doesn't happen with chrome so it's obviously a firefox issue, but I thought I should mention it.

    Using export instead of preview uses the old made with construct two white page.

    If you give an object fade behavior, set the fade in time to something like 500, then upon creating the object it will start at 100% opacity for the tick it's created.

    I'm not really sure what most of the sprite effects are supposed to do, so I'll just assume that I'm not understanding them rather than them working incorrectly (some of them blank out objects that they're not applied to to gray and such).

    A usability problem with the event sheet editor: having to shift the slider between the icon/object name and condition for each level of sub-events for each event sheet you work with each time you open the program is frustrating. I recommend making it so that dragging one conditions slider drags them all and sets a system-wide variable for the next event sheet that's opened to use the same slider placements for all the condition, event and action sliders. Also, I think three pixels is a bit too small, with a wacom I keep missing. 0.x used 7 pixels - how about that, or perhaps five?

    Also, I have to reiterate that I dislike the variable amount that a event has to be dragged to the right to become a sub event of the event above it. I really liked in construct 0.x how the distance needed to drag it to the right to make it a sub event was always the same, which was about how far the event would be indented if it were made a sub-event. That makes more sense to me to drag it as far as it will end up moving and flows better than having to check each time how far it needs to be dragged - and especially if you zoom in/increase the font size than you end up having to drag it a lot to the right when only something like 35-50 pixels would do. The dragging and dropping and construct one was fidgety weather and event was dropped above or below another event, but for sub-events and left to right dragging it's always been rock solid.

    Nice new version!

  • Alt-click when placing the pivot point to place it on all frames in an animation. You can alt-click crop as well to crop all of the frames but make sure you place the pivot points before cropping, because alt-clicking to place the pivot point only really works if all of the animation frames are the same size.

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  • Actually, from the link you posted:

    "It must be noted that only high quality content will be allowed on Desura. Thus please make sure that the content you are trying to publish is of the best standard and as free from glitches and defects as possible. Beta versions will be allowed only if they are of decent quality."

    So in a way, they do need to approve it.

  • Arsonide has been talking in chat about how he's been finishing up David's online plugin (when he's not busy working on his multitudes of other plugins). It sounds mostly complete. You join log on and chat it up with him.

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  • By using start button is down, it will add one to the variable each tick as long as the button is down instead of once for the press. Try using:

    On start pressed

    (subevents)

    • if timescale is equal to 1, set timescale to zero
    • else, set timescale to 1
  • The for each ordered condition sorts all instances of the selected object based upon the parameter entered, in ascending or descending order, so you could also sort via a private variable, for example. For further understand for each, you can read my tutorial here:

    The only difference between 'for each' and 'for each ordered' is with 'for each ordered' the order in which the instances are cycled through is determined by the parameter entered.

  • Make a family 'sort', put all objects you want sorted in the family then use the event 'for each ordered' using the sort family, put sort.y in the parameter field, and use the action sort: bring to front.

  • I'm too busy to help with writing anything for the book, but I might be able to help with proofreading it a bit to make sure the info is accurate.

  • It also kinda depends also what crowd you're aiming at as well - for example, the computers the casual game crowd have tend to have less vram. A lot of integrated cards use system ram as vram though, so vram isn't really an issue for those even though they're generally not very powerful.

    Basically, yeah, 128 is a good amount to shoot for. I don't think it's necessary anymore but 64 is really the minimum you should bother try for if you want to be sure older computers can play it too. Keep aware that other things like the operating system have to use vram at the same time, though so you might not have a full 128mb to use on a 128mb card!

  • Most crashes I've found have been from events. Try deleting events first. You don't even have to delete them, you can put them in a disabled group. Do large chunks at a time, like half the events on the first try, to narrow it down quickly.

  • It depends what part of the world you're in.

  • Can you tell me if the problems occur at runtime as well?