Ashley's Forum Posts

  • Objects use floating point values for their coordinates in Construct. Due to how floating point values work on processors the objects may appear to be at the same place, but their X and Y coordinates will differ ever so slightly. You would probably want to round the coordinates and just test to the nearest pixel. You would do it like this, using compare values:

    round(Sprite.X) equal to round(Sprite2.X)

    round(Sprite.Y) equal to round(Sprite2.Y)

    If you want to test multiple 'Sprite's with this method, put a 'For each Sprite' condition at the top.

  • Yeah, you can just use an expression to do a proportional zoom. For example, always set the width and height to:

    Sprite.OriginalWidth * factor

    Sprite.OriginalHeight * factor

    If you use 0.5 (which is the same as 50%) for factor, it's scaled to half size. 2 represents 200% and double size, etc.

  • I dont think anything can right now... you might be able to load it in to a Sprite though (load animation frame from file).

  • I'm not sure I understand the first part... which Text value are you talking about?

    [quote:sme6xo5p]But how about the create object by name

    In the system object, under Create, is Create object by name.

  • Can you send the .cap that crashes to ashley@scirra.com?

  • Yeah, this is on my todo list: you should be able to set different materials for objects, eg. rubber, metal etc. and hopefully finely adjust the bounciness, friction parameters etc. as well.

  • Works fine here. The families appear before the system object in the list, but the system object is still there. Does it completely disappear? Can you email a .cap with a disappeared system object to ashley@scirra.com?

  • My attitude to making games has always been to start, and ask questions later! Maybe that's the wrong way round <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /> but you might make more progress if you just get started, and see where you end up...

  • Part of the reason I implemented templates was so people could see how to get going with the basics. For 1.0, this could be expanded in to a library of simple games which new users can look through. For example the coding behind RTS games is not meant to be some darkly kept secret, everyone should know about the features behind it - so when someone requested it, I added an RTS template to show how it's done. So I am very much in favour of the idea, do you think templates are a suitable place to have these engines?

  • I get this sometimes as well, don't know whats wrong. I just click the login link then I'm instantly logged in so it doesn't bother me. I guess I borked some of the forum config.

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  • 1999? That's pretty much an antique! I'm not surprised at all this happens, because the first thing Construct does when you open a new layout is create some display surfaces. I'd be interested to know how much video RAM is on that graphics card.

    He could try changing to a lower resolution (eg. 800x600 instead of 1024x768), which means the display surfaces are smaller and take up less memory. Apart from that, just buy a new computer. Construct uses up-to-date technology. We don't and won't support anything pre-Windows 2000. You'll have a hard time running Construct on video cards made in the 90s anyway.

  • I made a very simple test of this in 0.9 and it works every time I test it. I suspect something else is causing the problem. Send .cap to ashley@scirra.com and I'll take a look.

  • Make sure your physics objects are using the fastest options: World Solver should be Linear (fastest), and World Friction should be Adaptive (also fastest). Using exact is much slower.

    Apart from that, physics involves some pretty complex calculations, so it will slow down. You should design your game to use a handful of large objects as opposed to trying to do particles with physics on them, which would be extremely slow.

  • I don't think it can do this at the moment... you'd have to save the image to a file and display it some other way.

  • If you resize the effects dialog a bit wider most of the effects have a description.