Ashley's Forum Posts

  • [quote:i1nzxdwt]when you spawn an object with stuff set with it as a container, would it also spawn that stuff with appropriate positioning?

    When you spawn or create an object which is part of a container, the whole container is created, ie. all the other objects are spawned too - but the other spawned objects aren't spawned to any particular coordinate yet, in fact, I think it's left undefined. So the other objects will most likely spawn offscreen. This ought to be fixed - spawning relative coordinates is a good idea!

  • [quote:2mkzow29]Ability to randomize easily with one event, eg. "Randomly spawn object inside window"

    I think this is easy enough with 'Create object at random(640), random(480)', no?

    [quote:2mkzow29]Ability to receive data from a file in the internet, eg. if I'd like to show how many users have downloaded my game through a .txt in my FTP

    There's already the Download object that can grab a file off the internet.

    [quote:2mkzow29]Enhanced 1px physics object support for realistic sand and other purposes

    I think this is called fluid dynamics and I don't know much about it, but it'd be great to be able to simulate stuff like water in Construct. Very interesting idea, but difficult. I think a recent 3D game achieved this in 3D so it must be possible in 2D.

    [quote:2mkzow29]"Bloom" pixel shader object for over-brightening certain areas without the use of complex effect combinations

    Blur Horizontal + Blur Vertical + Glow?

    [quote:2mkzow29]3D Mesh

    I'd like this too, but with 3D you quickly would run in to 3D development issues. In a top down game with a character with 8 direction movement, if the player walks up a slope, how does the movement know to move the player closer to the camera? This is a whole category of difficult problems that need to be solved to make what would eventually make Construct 3D... if we ever get that far.

  • I agree Chipmunk would probably be faster since it only deals in 2D: I think Newton still processes the Z axis but the results have no effect. Newton is good and usually stable (providing you don't slam objects in to walls with millions of newtons of force, which isn't physically realistic and surprise surprise messes up!). If a certain implementation of chipmunk sucks then that's not really chipmunk's fault, the demo videos looked pretty good.

    I won't however look at any alternative physics engines till after 1.0, because the current one works, and rewriting stuff pre-1.0 won't do the release schedule much good.

  • No, you won't be able to modify the collision landscape like that, the Canvas object needs new features to be able to support this.

  • Well, in theory we could extend it to do 3D physics, but that's a bit optimistic. It was the best physics engine I found - I tried some 2D ones but they seemed unstable or lacking in features. I guess someone could always make an alternative physics movement if they found a decent 2D engine, it'd probably be faster too.

  • [quote:q14m4ti0]More sampling methods for rotations/scaling

    As far as 2D goes, the only sampling methods most graphics chips have built in is point or linear. These effects like 2xSal would require pixel shaders so should be implemented there.

    [quote:q14m4ti0]dynamic shadows

    Very cool. On the todo list.

    [quote:q14m4ti0]warps the moving picture inside either vertically or horizontally

    Is this the same thing as scrolling a tiled background's image?

    [quote:q14m4ti0]Mersenne twister plugin.

    The 'Random' expression already uses Mersenne Twister.

    [quote:q14m4ti0]Also which physics engine is Construct using?

    Newton Game Dynamics, http://www.newtondynamics.com/

    Also a camera object is a good idea, but you can already scroll and zoom the view in and out either per layer or for a whole layout, and it should be able to rotate soon too. Is that what you wanted?

  • If Mk doesn't come back by 1.0, at that point I'll start putting together some kind of networking plugin. Mind you, Python has sockets support and is coming next build.

  • I think Families will achieve this: under 'Groups', you can add several objects to a family, eg. 'Friendly'. Then you can make the event:

    + 'Friendly' collides with Solid

    which will check for any of the objects in the 'Friendly' family. But you'll quickly run in to problems with 0.9 because using families with movements and private variables isn't yet done - you'll have to wait for me to get round to finishing that I'm afraid!

  • Restart Construct and it will check for updates again, there's no menu option for it yet. If the update fails you can just download the new installer.

  • ChrisY: What operating system are you on? Have you tried uninstalling and completely reinstalling?

    dingdong: if the download fails maybe your firewall or something blocked it, you can always download the new version from the site and reinstall.

  • Improved physics is a priority for before 1.0, but I have a lot to do, heh <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

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  • That shouldn't be true. How are you measuring FPS (the built in one?), and what kind of difference do you get? Can you send me a .cap that demonstrates one being slower than the other to ashley@scirra.com? Thanks.

  • Woops, 'ceil' is fixed for next build. In the mean time, a workaround is that floor(N + 0.5) is equivalent to ceil(N), so use that. Random works like so:

    random(N) generates 0-N not including N, i.e. random(4) could give 0, 1, 2 or 3. random(1.0) generates a random floating point (decimal) value between 0 and 1, so you can also say 50 * random(1.0), which will give you literally any number between 0 and 50.

    For random between two numbers just add to a random number:

    50 + random(50) gives between 50-100 for example.

  • On the todo list. Would it solve the problem if this was a property in the Sprite object, or are you testing collisions for more objects?

  • Judging by the animator bar you've done everything right. Perhaps the shader uses something the card doesn't support, or it could be a bug in Construct, but I don't think so - it just compiles the effect and sends it to the graphics card. Do 1.1 shaders work OK?