Ashley's Forum Posts

  • How would it help with a 'completely covered' event? It doesn't tell you where the transparent pixels are, just how many there are...

  • The memory footprint is identical with tiled backgrounds and sprites. If you're not tiling them, just use sprites, otherwise you're making things more difficult for no reason!

  • I'm still personally in favour of getting rid of subanimations. People do generally seem to use separate objects to solve this kind of problem. The coding behind it would be a lot simpler, too, and therefore more robust (fewer bugs and no headaches about which tree level of animation you're on)

  • You're really overcomplicating this! It's very simple: use Autoplay for everything, and an action to set the parameters of the last autoplayed channel to control them.

    And mind you, the current use for it I would have would be for a character who has all the sounds played AT the character, with a channel associated with the character. That would affect multiple samples playing at once, no?

    No: you can only play one sound on one channel at a time. To achieve mixing (playing multiple sounds at once), you must play two simultaneous sounds on different channels. This is what autoplay is for - it picks a free channel and uses that to play the sound, and that channel number is what the 'get last channel autoplayed on' expression returns, so you can control every sound individually.

    [quote:2dmvivwn](can you stop specific samples now?).

    Yes, you have always been able to in XAudio2, just pass the channel number to stop.

    [quote:2dmvivwn]If I don't associate the character with a channel, does Construct make a new channel for every consecutive sample being played, for any object?

    As I said, autoplaying will assign a sound to a free channel automatically.

    [quote:2dmvivwn]Also, needing a new event to make the settings of a sample seems annoying. Maybe you play two samples in the same event, how does getting the last channel used work then?

    I don't see a problem here. You'd just do something like

    -> Autoplay "sound1.wav"

    -> Set channel <last channel autoplayed> volume to 90

    -> Autoplay "sound2.wav"

    -> Set channel <last channel autoplayed> volume to 80

    Voila, two independent volume sounds, all in one event.

    I think you're trying to control the specific channel on which every sound plays. That is unecessary. You should be taking advantage of autoplay.

  • What on earth do you need this for? It seems a very obscure case to spend programming time on.

  • I'm not at my Construct machine right now, but there should be a function along the lines of SetCopyLayoutContent, which is what the Canvas object uses to grab the layout as a texture.

  • Just a few things to add:

    1) I asked for feedback on if people thought the build was stable earlier in this thread - all the feedback I got was positive (so it's more helpful to get your thoughts in sooner rather than later)

    2) I had a brief review of the bug tracker to help me decide if the build was stable and there was nothing serious on it - so if you find problems submit them as bugs

    3) You don't have to use this build if you are still experiencing problems - feel free to go back to 0.98.9 (since any wise person using beta software will keep backups!)

  • Yeah, put it up and someone will take a look.

  • What if two "sound.wav"s are playing? Should it affect both, or one? If both, what if you wanted to control just one? If one, which one?

    I think the current system is very simple, just use the get last channel autoplayed expression after an Autoplay action, and set the parameters for that channel.

  • I've never tried, you could give it a go and see. I doubt it would work, though, since Construct uses very recent (and a large number of) DirectX features.

  • Looks fine, but shouldnt there be an FPS counter or something to indicate what the performance really is? Rather than 'does it look OK'?

    30fps is tolerable for some people for example, but others can't stand anything below V-sync rate (at least 60fps). So everyone's opinion on performance is going to be rather vague!

  • Obvious question: Are those objects not on layer 1? You said you're only rotating layer 1, so if they're on layer 2, they're not going to move.

  • Oh... we had a discussion about that a while back, and decided not to change it. It'd break so many .caps in annoying ways. I think that one's the exception to the rule

  • That looks awesome PixelRebirth

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  • Did you try updating your graphics drivers? That can fix this kind of thing.