Ashley's Forum Posts

  • Maybe the thread should be locked before anyone else says anything unfunny

    Wait, was that unfunny? O shi-

  • Don't forget in some countries if you're in school/college/university you can get VS2008 Pro for free via http://www.dreamspark.com!

  • Thanks for the find, this should be useful for those wanting to use the SDK with Express editions!

    Are you sure there's no separate ATL download or do you really need the whole WDK?

  • Could you post your .cap file so we can see what you did?

  • You must have an event that changes the timescale when you press a key, or your movements are tick-based instead of time based. Setting the timescale to 0 doesn't do that by itself, so you should have another look at your events.

  • That's Davo's fix, I think it means repairing a bug in 0.99.8 where dragging an event with subevents lost the subevents... is there a similar problem with copy paste? Does that lose subevents as well?

  • Download Construct 0.99.82 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.8) changelog

    We've patched some of the issues introduced in 0.99.8, and thrown in some extra fixes. Click through the links to previous build changelogs for all changes since earlier builds.

    Full changelog

    Behaviors

    [FIX] - Platform movement now handles platforms and moving platforms correctly. Should be much less buggy.

    [FIX] - Platform movement did not revert to default controls if the controls were deleted from application properties

    Plugins

    [FIX] - Pasting objects onto the canvas no longer leaks memory

    [FIX] - Plasma object no longer leaks memory

    [FIX] - 3d Box - Bounding box now calculates correctly and accounts for rotations etc.

    Event Editor

    [FIX] - No longer loses sub events.

    Family manager

    [FIX] - Could select multiple objects but that had no effect, so set to single selection.

    Runtime

    [FIX] - 3d enabled layers with 'force own texture' no longer lose elements that are elivated above z=0

    [FIX] - Bounding boxes of elevated 3d graphics are calculated correctly.

    [FIX] - Crash with unloading textures action (affected Canvas)

  • Those .caps are far too complicated to isolate any problems. Could you make new .caps from scratch that demonstrate the issue on its own?

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  • + Points greater or equal to 20000

    -> Add 1 to lives

    -> Subtract 20000 from points

  • Of course.

  • Could you post a .cap made in 0.99.7 showing family picking working correctly, so I can import it to 0.99.72/0.99.8 and see what changes?

  • What did you make it in?

  • As deadeye said it's always helpful to be as detailed and precise as possible. You haven't said much about what you're doing that affects the problem - so we can't say much about what could fix it.

  • What's so bad about the persist files? Sure, it would have been more convenient to store the data inside the .cap file. But you can also keep your own UI settings when someone else sends you a .cap file. And if you delete them all you lose all your saved UI settings...

  • There is often confusion over the term "antialiasing". Multisampling is the only form of true anti-aliasing in Construct, but it degrades performance quite a lot since it gives the graphics card several times more work to do, so I wouldn't recommend it. This effectively draws the screen at several times higher resolution (eg. 4x multisampling draws the display at 4x the resolution, and hence runs 4x slower), then does a high quality resize down to the window size (that's not exactly how it works, but the end result is the same). This is what is meant by "antialiasing".

    You can achieve nearly the same with linear sampling (the default in Construct). This makes rotations and scaling look "smooth" and high quality and runs just as fast, but it is not antialiasing, it's just a different way of deciding which pixels to draw. This is incorrectly sometimes referred to as antialiasing, but it is actually a texture sampling mode. It looks similar, but is much faster and the algorithm behind it is completely different!

    If you get sharp edges on sprites with linear sampling, try adding a one-pixel transparent border around them, which allows linear filtering to blend the edges with the background. This works in both fullscreen and windowed mode - no features in Construct are specific to fullscreen mode.