Ashley's Forum Posts

  • It definitely shouldn't crash. But the important thing with a Physics engine is due to the limited precision of computers, and shortcuts taken for speed, there are boundaries on reasonable use and stability. If you use the physics engine in a manner which is realistic, it should be stable, but if you try colliding something with the mass of a planet in to something with the mass of a speck of dust, you can't expect a realistic result. Collapsing may be because you've hit some limit of the Box2D engine - it's probably not designed for such complex simulations.

  • The Directsound object actually uses Directshow for the 'play music' action - and as far as I know Vista still has good Directshow support. Does it work if you use 'play music from file'? It might be a bug to do with resources.

  • Blur horizontal and blur vertical is, I think, exactly the same amount of pixel shader processing - the only difference is you need an intermediate step (a copy) when using two shaders instead of one. With one effect you don't need an extra copy, so it may be a little faster. Modern graphics cards can do simple copies in negligable time, however, so if it is much of an overhead today, in future it won't be.

  • One potential problem is you'll still need the VC2005 redist installed and the DirectX 9 updates in order to launch the IDE. If the computer you're running on via USB doesn't have either, you still need the full blown install. In theory we can get rid of the VC2005 redist, but you'd still have to go installing things without an up-to-date DirectX 9.

  • For instance, I know that MMF extensions had unique identifiers so that the main program could verify that you had the correct extensions required to view the project file, and I figure Construct has something similar, but I haven't found it yet.

    The plugin SDK has no such identifier; Construct uses the plugin filename as the identifier.

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  • Uploading .caps is a great idea, I'll get that done as soon as my ISP can provide a semblance of service. Also you're right, the lightning one is corrupt, will fix as well.

  • ISP decided to cut off internet access shortly after installing it. They move in mysterious ways! Back soon.

  • Oops, fixed that, thanks!

  • Try them out, let me know if any problems or issues. If you have any more suggestions for demos, post them here - it would be cool if we had some small, simple, fully playable games as demos as well, so if anyone's up for making one, I would happily put it up.

  • We need everyone's help, but we need to configure the wiki to add a new permissions level. We should have it done soon, sorry.

  • Mipmapped images are pre-rendered with high quality, not just linearly interpolated. I guess you don't want that for point sampling though.

  • The current status on Python is that it seems to be broken in the latest builds - I think that if you install yourself a version of Python different to the one the IDE has implemented, Python can't find the right files, or something like that. We'll be looking in to it and fixing it before 1.0.

  • Bah, I prefer the runtime motion blur! To me that looks nothing like motion blur, because the main object graphic is still perfectly crisp. It's just a smudgy trail behind it.

  • Also feel free to ask any questions about the SDK in the plugins forum, or in the codebase forum!

  • I'm not aware of a hardware-accelerated implementation of any of the pixel-art rescaling algorithms, as it may not be possible to implement via shaders. I did look in to one pixel art algorithm a while ago and it relied heavily on lookup tables, and I'm not sure how good pixel shader processors are at that. Still, as David said, why rely on a special algorithm to give your games detail when you can draw in the detail? Or why not use a different rendering application to scale all your graphics before you put them in?