Ashley's Forum Posts

  • Can you upload .cap files demonstrating each of these 3 problems reliably?

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    I think it'd be difficult to add crash checks all over Construct at this stage, and there's a link to Report a Bug on the Home ribbon page, so I think we'll have to leave it for now...

  • when placing a hotspot there is NO WAY of writing in coordinates to center its position in the window frame

    If centering is what you want, hit 5 on the num pad (num lock needs to be on I believe). The other buttons correspond to the corners and edges.

    [quote:3zhxdab7]also id like for it to be possible to play multiple sounds on the same channel at once, i.e overlap a sound on itself

    In the Directsound object, use Autoplay file/resource and it'll mix the sounds on top of each other. You can only play one sound on one channel, but there are 64 channels in Directsound, so you can play up to 64 sounds at the same time.

    [quote:3zhxdab7]when you destroy an obj using the advanced grayscale effect it crashes the exe

    Please submit a .cap file reproducing any crashes you find - otherwise it's extremely difficult to do anything at all about it!

    [quote:3zhxdab7]maybe add something like the flame plugin

    Not sure if this is exactly what you're after, but you could try the Particles object. There are some examples here.

    [quote:3zhxdab7]oh ya and maybe alow us to make our on icons for the exe (like mmf2), so that it looks more professional

    In the Resources bar, you can edit the Default icon.

  • Nice artwork! Runs fine for me here - but the controls are pretty crazy!

  • Hmm, that's odd, no error messages at all? I've checked the HLSL for the Magnify effect and it definitely uses shader 1.4. All I can guess is ATI may have been bending their specification a little when they said it can do 1.4... video card manufacturers will do anything to get the edge over their opponents, so they might've half-implemented it or something.

  • This example shows how you can improve the way enemies aim at the player in your games. I made this because a lot of games use the "dumb" method, which is pretty rubbish. Here's an overview of the 3 layouts in this file:

    Layout 1: "Dumb aim": just always set angle towards player, and shoot regularly. By the time the bullet arrives, though, you'll have moved somewhere else, so it's easy to avoid fire. A lot of games do this, and you can just skip straight through heavy enemy fire by keeping moving!

    Layout 2: "Approximate aim": work out how long the bullet will take to arrive, then aim at where the player should be after that amount of time. Good, but not perfect - if the player moves further or closer away, the time of arrival changes, then the bullet misses. So some paths you run still mean enemy fire lags behind you. Not good enough!

    Layout 3: Perfect aim. Solves the equations to work out precisely where to aim the gun such that when the bullet arrives it intersects exactly with the player. If you run in a straight line, the enemy fire will hit you with 100% accuracy. The only way to avoid is to change speed or direction. Much more realistic and challenging! No more plain sailing through enemy ranks!

    The maths is provided in a comment in layout 3 and is pretty ******** (I worked most of it out myself ) so you've been warned. I think I might make this a built-in expression or something, because it's very useful for gameplay and the formula is pretty complex.

  • Works fine for me - attached file has a magnify effect on a sprite with mouse movement. Should deform the grid as you move the mouse.

  • Guys... let's clean up this topic...

  • Maybe a stickied thread could be made that explains how to use the fallback feature when pixel shaders aren't supported?

    Well, it's described on the Wiki. All games ought to have effect fallbacks and be playable without any shaders at all.

  • If it runs at a different speed when you go to Unlimited framerate mode, that's a bad thing - it means your game is framerate dependent. And since V-sync runs at a different framerate for different monitors, the effect will be running at different speeds. See TimeDelta.

  • It's a nice example but it works the same with a normal 'Compare private variable' condition in place of the pick by evaluate...

  • It's because the physics engine relies on TimeDelta, and TimeDelta has inaccuracies. In two executions of your game, the sequence of values for TimeDelta will usually vary somewhat. This has knock-on effects, and like the fluttering of a butterfly's wings causing a hurricane, the physics engine will sometimes play out a different sequence of events.

    I can't make the physics engine framerate dependent (ie. force it to play out identically each time) - that would cause more problems than it solves - as the article on TimeDelta explains.

    However, I don't think it ***** for Physics games. It does introduce an element of randomness - but in a game like this physics game - it is nearly impossible for the player to set up an identical game twice in a row - so you'd never notice. You should still be able to design physics puzzle levels that are easily possible - a realistic setup will result in the ball rolling to the target every time, for example. It's only if the whole thing hangs by a thread that any element of randomness might prevent, for example, the ball rolling down the slope to the destination.

  • Actually, I think you are really overcomplicating this by wanting to use an array like that. You can track the X and Y co-ordinate in the array of the player and the individual enemy coordinates by variables, more arrays, lists and so on - it's possible - but there's a much simpler way...

    Why not just position three kinds of sprite - Wall, Player and Enemy - in a 10x10 grid? Then to detect walls, you can use ordinary detector sprites, or test if a wall sprite exists at an X and Y co-ordinate in the layout, use ordinary events to move the enemies, and so on. That's much simpler. With arrays you'll end up with a big, fiddly mess of variables, cell co-ordinates, and generally an eventing nightmare. Arrays have their uses - providing the entire engine for a game probably isnt one of them!

  • Check your PMs even if it says [0] in the titlebar SuperV, it doesn't seem to be updating your PM count.

  • I might just pitch in and say I agree motion blur is probably best off here - nothing's moving very fast either, so fairly slow scrolling plus motion blur equals 'softened' graphics, which is unfortunate for very nicely drawn pixel sprites!