Ashley's Forum Posts

  • It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

  • That's weird. It does delete some temporary files it created when running, but it shouldn't access any other files. Maybe it's something to do with when DirectX is shut down. Does the application runtime do it?

  • Is there a bug for that crash on the tracker? The best thing to do would be to fix the crash and use that method to distort canvases (via a sprite) rather than go through the fairly lengthy work of reimplementing distort maps to canvases.

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  • if I insert a new object it will just mess it up as the object's ID will have changed..

    Unique IDs never change - once the runtime has started. There is no guarantee any particular object will ever get any particular unique ID, so you shouldn't refer to pre-set unique IDs in events.

    If you need to index objects from 1, just use:

    + For Each Sprite

    -> Sprite: set value to LoopIndex

  • If you're using something like GetTypeInstances, it'll return NULL and 0 if no instances exist, so you just need some basic error checking. If you're holding a pointer to an object (CRunObject*), if it's destroyed the pointer becomes invalid. You must check the object->info.destroying flag in OnFrame2(), and if it's set true, you must stop using the pointer (set it to NULL/erase it/whatever's appropriate).

  • Just to point out - play around with fixed and unlimited framerate modes in Application Properties to compare the speeds at different framerates.

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  • That's right, since TimeDelta is the time since the last tick, you want to use it in events that run every tick.

  • Looks good

  • Updates can be posted at any time during the month

    Basically I was waiting to release 0.99 before posting a May update, because there's nothing new to say about our immediate plans until that's released. Hopefully, 0.99 and the May update will be posted by the end of May. If it's any consolation, 2 and a bit months is the longest we've ever gone between updates!

  • The next build features a line plugin. Why not draw a triangle in a sprite though? Even if there was support for drawing individual textured triangle fragments, wouldn't it be too complicated and low-level to be useful? Mesh distortion in sprites takes advantage of custom triangle drawing, and is a built in (relatively) easy to use feature. I wouldn't wanna do all that by hand in events.

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  • I think it works best for antialiased font rendering mode, you just add the shader to the text object and it improves it a lot. All the shader does is affect the alpha channel like so:

    a = (a - 0.4) / 0.6;

    Basically it expands the alpha range 0.4-1.0 to fill the entire alpha range 0.0-1.0. It's as if the text is rendered with the range of alphas being wrong, squashed too far towards opaque.

  • Cool effect

  • It's just an ordinary shader, so here you go, give it a shot. It's not perfect, but it fixes the horrible blocky look.