Arima's Forum Posts

  • I looked at the example, but it doesn't help much.

    Drasa, no sweat - uni's obviously more important! No hurry either, I really appreciate that you're going to make it at all!

  • I'm trying to make something like a rope, but I can't get it to work.

    What I want is almost exactly what drasa did is this example:

    ...except with fewer columns, because stuff like ropes don't need that many. Each attempt I make doesn't get anywhere. Also, if I set the distort map size on a sprite with different amounts of columns and rows (like 3 columns and 1 row) then the sprite gets mangled even without doing anything else.

  • I suppose this really is all because I'm running on a 600mhz p3. I like to make sure stuff can run on it, because if it can run on my machine, then it can run on pretty much anything, but realistically, most computers are way faster than mine. I was doing some complex stuff with particles - and lots and lots of them - and using the fade behavior did speed it up, but I couldn't do everything I wanted.

    Again, it's not really important. Although I would really use the second suggestion, setting the max opacity to fade to very often.

  • I know it's doable via events - I was thinking more about ease of coding and most importantly, speed. I know the behaviors are much faster than using events, and I tend to use fade on particles, so when there are a lot of objects on screen, that's a lot of objects to cycle through each frame.

    Although, I AM running on a p3 600, so I doubt many people would run into this issue anyway. It's not a necessity, just a suggestion.

  • Also make sure that it's using hardware acceleration (by default it's turned off). I can't remember the exact term they use for it, but I think it's somewhere in the virtual machine's preferences.

  • There are three more options I would like for the fade behavior:

    Start at opacity

    Fade to opacity - uses are better not fading all the way to 100% opacity

    Finish at opacity

    All settable via events. Finish at opacity is easy enough via events, so not really important, I just put it there for sake of completeness, but the other two can't be done via events. The best that can be done is if the opacity is too low/high, set it higher/lower, but that messes around with the fading in/out.

  • I don't know if this is feasible, but I think it would be helpful to be able bring up the intellisense menu by clicking on an attribute. Like clicking on "X" after "sprite.X". That would make it really quick and easy to select another attribute, or another variable.

    I realize that it might conflict with selecting text though. My best idea is to put a colored round button underneath it with a downward facing triangle at the right, so the user could both click on the triangle to bring up the menu, and they could still click on the word to edit it via typing.

    Food for thought.

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  • Would have edited my previous post, but it won't let me. Thought I should at least try to describe it.

    One thing that it does is display some of whatever was previously using motion blur. So if I run one app with motion blur, then another, the motion blurred frames from the first app that I ran show up when first running the next one.

    The other thing - aside from looking blurrier than usual - is a weird 'vertical interlacing'.

  • Motion blur isn't working correctly on my card. Not sure how to describe what it's doing, but it worked fine on my Geforce MX420.

    Current card:

    NVIDIA GeForce 6200

    Pixel shader: 3

    Estimated VRAM: 376 MB

    Motion Blur: Yes

  • Uh... Well then! I guess it was a good suggestion!

  • I'm not sure how to make a mini-map like in starcraft - and before you mention the mini-map object, what I mean is a map that I can click on, that will cause a layer to scroll to that location. This is probably a really easy question but for some reason I can't come up with a solution.

    The reason is that I have the map on a non-scrolling layer and the main window on a scrolling layer, and mouseX/Y always returns the result for the scrolling layer, so mouseX/Y is useless in this case.

    I also can't place objects at the mouse location on the non-scrolling hud layer because the x/y is different than the scrolling layer.

    Perhaps a parameter like mouseX(layernumber) would help in situations like this? (Though it would be best if it were mouseX(1) when it first appeared, because that's what most people will be using it on, so they wouldn't have to select "layernumber" and edit it every time. Then it would still work as normal, with extra precision if needed.)

    Though if there's a way to work around this, that would be great too.

  • Also specifically, please make it possible so objects won't collide with other instances of the same object. That would be GREAT for stuff like debris. Physics doesn't actually seem to use much processing power except when lots of stuff is piled on top of each other, so this way would enable lots of stuff all over the screen without a big performance hit.

  • Behaviors are only included if all the objects in the family have the behavior.

  • Thanks Drasa! That's exactly what I wanted!

    And it definitely runs better - I even can get 85fps on my p3 600!

  • Drasa - Awesome! Any chance of a way to set how many control points there are?

    David - Wow! Are springs currently implemented somewhere, or are they in the next version?