Ashley's Forum Posts

  • I bet LMK has had that image for ages and just really wanted to use it

  • Hardware accelerated graphics cannot be stored in standard RAM, only VRAM. Construct already stores all textures PNG-compressed in standard RAM, and loads them in to VRAM when needed. The default is to load everything in to VRAM on startup, but you can set the texture loading to go layout-by-layout, so a large animation is only loaded in to VRAM when on that layout.

    Loading animations frame-by-frame is not really plausible - the time it takes to decompress a PNG from system memory then upload to the video card, done for every frame, would create a noticable delay. It'd probably totally kill the framerate; this is why Construct loads entire layouts in to VRAM as a minimum.

  • Ergh, I think Microsoft have released another security fix to the Visual C++ runtime which is breaking things again. This is really annoying. I'll see if I can fix the setup for the next build.

  • Firefox and other non-IE browsers can't run ActiveX controls, only Netscape-style plugins, because ActiveX is a proprietary Microsoft technology. Given that the site claims the ActiveX control runs on non-IE browsers which is impossible, I find this very dubious, especially given the technical difficulty and security implications of being able to run arbitrary EXE files on a user's computer via the browser. Basically, even if it was possible, it'd be a gigantic security hole to let your computer get hacked... so in short, locked!

  • Damn, just realised I never did anything for April Fools! Argh, the 'bought out by adobe' and 'pink UI' ploys past years worked pretty well...

  • Did you make sure you installed the Visual C++ 2005 redist during setup? The only thing I can think of is if you cancelled that, or it failed. Maybe try installing it from the Microsoft website as well.

  • Try checking 'Force own texture' on the layer the canvas is on, and make sure the canvas is on top of everything on that layer. Does that help?

  • No, the previous frame's final render is not available to shaders I'm afraid - that's what the Canvas does, it acts as the surface that stores the previous frame's texture. What do you mean by it doesn't grab the transparency of the layer?

  • Have you tried the latest build? I did slightly change the ball bounce algorithm in that, and I've improved it again for the next build - it actually seems much more reliable in the next build, so watch out for that and give it a try.

  • Try using a Canvas object with a 'grab layout before/after drawing' setting. If you change the opacity and/or apply a shader, you can get a frame feedback effect, where the previously drawn frames are fed back in to the canvas.

  • SonicWorms: the event is called 'Spawn an object'.

    Firerain: It's worth mentioning your solution in case anyone comes across this post by search. Looks like you drew your Sprite facing upwards for 0 degrees, but 0 degrees means facing right in Construct.

  • Good luck! I think the actual record was set by a bunch of bots hitting the site at the same time, so the bar is set high!

    Also, you might want to think about a single particular time rather than all day, and mention the timezone as well so everyone can sync, if you're serious...

  • The main things with supporting file formats is:

    1) Is it free to use non commercially?

    2) Is there an easy to use free programming API for it?

    I don't know for sure but I suspect neither is true for MP4 - I don't think I've seen any libraries that support it, other than Directshow with a special filter installed. Do you know any libraries that we could use?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Of course!

  • Hehehe. Well, I think if you have a lot of small issues in quick succession, it might be worth grouping them in to a single bug report, especially if they're easily reproducable. But you should still make a bug report - a list of forum posts, as has been said, quickly becomes very difficult to track. How do I quickly list all the remaining open bugs assigned to me? I can't, I'd have to trawl through forum posts. We also require .caps for good reason: in the past we had a tonne of bugs that were never fixed because we did exactly what was described, and didn't see anything wrong. The majority of cases, there is something subtley different in the .cap that is the real problem - not what the submitter saw and assumed. These things may be time consuming but they really are necessary, otherwise a lot of bugs would just be closed as 'can't reproduce' which is a waste of time for everybody.