Ashley's Forum Posts

  • There's a bug about this on the tracker. We'll get round to it eventually!

  • Changed the error message to say "because it's a system expression".

  • The implementation doesn't appear to be finished yet. Hopefully it will be finished soon...

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  • I don't know what Construct does for "motion blur", but if it's in any way realistic, then the higher the frame rate the less motion blur you get.

    That's right - Construct's motion blur is effectively a sum of everything that happened since the last frame. The higher your refresh rate, the less blurry things will look - but it usually makes motion look much nicer even at high rates! Motion blurred graphics are much more pleasing to the eye - your brain can make sense of how fast things are moving, and in which direction, from a still image.

  • Resurrecting old threads to get angry = fail. Locked.

  • I just began to wonder if it is possible to combine the frequencies afterwards and input them back to XAudio2 . I was thinking some kind of controllable equalizer...

    There is a built-in four-band equalizer in the XAudio2 SDK, but I haven't got round to adding any effects to XAudio2 yet. Do you think I should add it?

  • The best way to implement this would be via a custom XAPO effect in XAudio2. You could probably get it working with FFTW. I might get round to it, but it's a bit of a gimmick really.

  • Normally (I think) servers run the 'true' copy of the game and the clients are essentially interacting with that, so if a collision happens on the server a collision has happened for everybody. Also, arrays would never be as accurate as using real collisions. They probably wouldn't even be as fast - using arrays for their non-intended purpose of collision detection would involve events so complicated it'd probably run slower anyway! Remember the collisions code is compiled C++ code, and events have to be interpreted on the fly with a relatively high overhead.

  • These 'team recruitment' posts are common across the internet. As deadeye suggested, people will take you a lot more seriously if you have put some work in to it yourself and have at least an engine to show. The more you've done yourself, the more likely it is someone will join your team.

  • Just tried again, and I can play the first resource just fine. Are you on Vista as well highimpact?

  • Make the object solid and the 8 direction movement handles collisions automatically (you won't need any events).

  • The WAV file might not be compatible with XAudio2. Try debugging the layout and see if any messages appear. Also, check it still works with 'Load from file' with the same file.

  • Code all your events on one event sheet. Then, any later layouts can simply have an 'event sheet include' (right click, include event sheet in event sheet editor) to include the game events. This saves you copy/pasting events. Also, if you right click an existing layout and select 'Clone layout', it'll duplicate all the objects. You could then rearrange the objects to design a new level. (Cloned layouts have no events, it's intended that you include the original events)

  • Are you trying to play the first resource? I've noticed that the first listed resource will never play

    This was a bug specifically in the Directsound object. In my own testing, XAudio2 can play the first resource fine.

  • Writing "4-1" provides information about "why this is 3?". You can say it's a calculation that documents code. When performance isn't vital in algorithms, I'd rather try to make code easier to understand.

    FYI, the runtime will simplify a constant expression (eg. 4 - 1 to 3) on startup, so you can always do this to make your expressions clearer without suffering any performance hit.