Ashley's Forum Posts

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  • Even if it broke old physics games, the time to do that is now - the sooner the better.

  • It won't refer to a random one, it'll be the first created object. That means it consistently refers to one object instance, but it may as well be any of them. Read this article for more information, especially the expression rule.

  • Maybe it's broken

    The next build will have some support for XBox 360 controllers, but Davo's the only one with an XBox 360 controller out of the devs so talk to him

  • What?

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  • Question: how fast is lerp compared to custom expressions?

    Say lerp(x1,x2,0.5) compared to (x1+x2)/2

    Both probably execute so quickly as to be unmeasurable. That's like weighing a mountain and worrying about the effect of adding a grain of sand. Expressions typically execute extremely quickly. Worry about the rendering speed instead. See the 'optimisation tips' article for info on that.

  • Scrolling effects which sound cool before you make them often seem to come out bad. I thought it'd be cool if your character always faced the same angle, and the world rotated as you moved the mouse. It was incredibly confusing I think scrolling works best when totally predictable.

  • Posting a .cap file showing the problem might help. Also, I'm not sure what you're expecting 'ELSE' to do following a for-each event. When should it run? When not for each object? What would that mean?

  • Use the Image Point tool in the image editor to place some image points, then you can position other objects to these image points.

  • That's a slightly confusing way to describe it I think

    lerp(a, b, x) = a + (b - a) * x

    lerp gives you the value x% of the way from a to b. So if x is 0, it gives a, if x is 1 (100%), it gives b, and if x is 0.25 (25%), x gives the number 25% of the way from a to b, etc. For example:

    lerp(60, 100, 0.25)

    = 60 + (100 - 60) * 0.25

    = 60 + 40 * 0.25

    = 60 + 10

    = 70, the number a quarter of the way from 60 to 100.

    Lerp is incredibly handy if you get to know it well and is used all over many games (and several times inside Construct itself too).

  • you can use System-Compare, that one allows you to compare anything. The objects that satisfy the comparison will be picked.

    Just to clarify (in case people find this thread via search in future etc): system compare deliberately does not do any picking at all. However, you can simulate the effect of picking by putting a 'for each' above it. Other comparison conditions, eg. in the sprite object, pick normally.

    be careful with overlapping at offset, it's hard on the cpu.

    No more so than ordinary overlaps, which don't usually bottleneck performance.

  • The important bit is Intel 82865G Graphics Controller (integrated). Intel graphics really, really ***** And as far as I can tell, it only has 16mb of actual on-card video memory (the 96mb figure includes ordinary RAM allocated to the graphics card which cannot always be used), which isn't enough for Construct. I'm afraid you need to use better graphics hardware to use Construct. You can buy fairly old nVidia and ATI cards pretty cheap these days, and cards by those manufacturers (even old cheap ones) are light years ahead of Intel graphics.

  • You want to check that you're not being moved in to terrain - not that you aren't already in terrain 'Is overlapping at offset' can check that.

  • The advanced overlap condition should work exactly the same as the ordinary sprite overlap condition if both are set to pick, so you should be able to substitute that for a normal overlap condition. (The advanced condition is intended for when you DON'T want to pick one of the objects involved)