Ashley's Forum Posts

  • [quote:1afr08yf]Unless i've missed something it would be an enormous help to have an example appear in the expression editor window when you type ina command. As it happens all i had was "distance (distance)", which wasent much help.

    That's a bug which is fixed in 0.94. The intellisense doesn't work in 0.93, but in 0.94 is back, and would show distance (x1, y1, x2, y2).

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  • Lol Soldjah boy, definitely something like that But I'll cross that bridge if and when it comes to me, no point dreaming yet!

  • Yeah, they have an icon - I think if you have multiple builds of Construct installed sometimes Windows gets confused which actual Construct is associated with .caps. I guess uninstalling and reinstalling would fix it, but that's a lot of bother for cosmetics

  • It looks like it costs about �200 for a UK trademark, and it takes a few months. That's �200 I don't have, being a student

  • Scirra is about as much as a company as you'd have if you set up a website for a lemonade stand. In other words, not really at all, just a name. There are no accounts and nothing is registered for Scirra, it's pretty much just a domain name

  • I don't know the technical details of Windows Mobile, but I still think it would require porting an application to go desktop Windows to Windows Mobile. Besides, your average phone has absolutely zero need for pixel shaders, and a very poor case for implementing DirectX. Games on mobiles... easier to say leave it to nintendo's portable gaming market

  • Thanks for the ideas and all, it was easy so I added set/get rotate speed for 0.94. As for the rest, will have to investigate in more detail later...

  • I should probably add up all these hints and put them on an optimisation page on the wiki or something, heh...

  • C++ is not being implemented in to Construct guys, let's not try and confuse new users

    Eventing has very few similarities C++ programming and thus features like exceptions are simply not there.

  • The distance and angle expressions are meant to accept a two-parameter overload with a two-element array {x,y} defining each coordinate so distance(obj1.xy, obj2.xy) would work (as would distance({0,0}, {10,12}), but something seems broken there. It's a slightly quicker way of typing object distances.

  • Doppel's suggestion works, but I don't know why using .xy doesn't work (it is meant to!). I'll investigate since it's a bug.

  • deps: the renderer renders from back-to-front. So if you have a bunch of particles sharing the same texture, so long as they're on the same layer or are at least contiguous in the Z-order, there won't be any texture changing. If you intermingle other textures (say, other particles) in the Z order with a high degree of randomness, you will give the GPU more work since it will keep changing texture. At the moment, Construct makes no such optimisations on its own. It's up to you to organise your Z ordering.

  • Thanks, but I wouldn't be surprised if they delete it based on notability guidelines - might have to wait till Construct is better known!

  • Unfortunately no documentation exists on this yet - I think the best place to start is looking at other effects. Additive Plus is a good example, since it is an intensity-customisable version of the Additive effect. It's very simple. If you ignore the miscellaneous definitions around the file, the main function is EffectProcess(), which calculates the effect:

    // Effect function
    float4 EffectProcess( float2 Tex : TEXCOORD0 ) : COLOR0
    {
        // Add the front and back pixels
        float4 front = tex2D(foreground, Tex.xy);
        float4 back = tex2D(background, Tex.xy);
        back.rgb = (front.rgb * intensity) + back.rgb;	// Add colours
        return back;
    }[/code:j5si1p0d]
    
    This can be summarised as:
    
    1) Get the foreground pixel
    
    2) Get the background pixel
    
    3) Add together the foreground and background pixel (with intensity) and store result in 'back' (note the addition, hence 'Additive blending')
    
    4) Return 'back', which is the result of the effect.
    
    That's a simple [i]blending[/i] effect, which means it basically combines the texture and the background in some way (alpha channels are an example of blending, because they combine the foreground and background).  Other good blending effects are Dodge, Multiply Plus, Subtractive Plus etc.
    
    Note effects like Multiply (the PS 0.0 version with no intensity) are coded simply by render states, which is a limited way of processing effects on cards with no pixel shader hardware - I think we've covered most of the useful things that can be done with renderstate-only effects, though (but feel free to experiment).
    
    Other [i]distorting[/i] effects simply use the texture to distort a texture in some way.  Magnify is a good example - the texture's colours never reach the display, they're just used to define how to distort the background.   Warp is another good example that just uses sin and cos to make a kind of flag-waving effect on an image.
    
    Finally there are more advanced effects like the Blurs, HDR and combination... I guess these would take full on documentation to fully explain.
    
    Also I've found a fairly good general explanation of shaders here:
    
    [url]http://www.facewound.com/tutorials/shader1/[/url]
    
    It explains shaders in a general way pretty well, but it obviously doesn't cover Construct's implementation of shaders.
  • I think 0.94 will have fixed inflating filesizes - let me know.