BenH's Forum Posts

  • Motion blur version seemed fairly slow and had that weird 'stuttering' going on with the movement, the non-motion blur version seemed to be fine.

    I'm running it on a 3Ghz pentium 4, 1.5gb of ram with a GeForce 7600GT 512mb

  • I tried the motion blur version and it was pretty slow, around 10 fps maybe? I also noticed the block stuttering as it moved, too. Seemed like a time delta thing.

  • I'd definitely like to see perspective transform added to the sprite features, especially since the 3D box object doesn't support animated textures

  • Once "Variable 1" is equal to zero, your condition will keep executing those actions, so the fade is constantly restarting, hence it not fading in. If you add an additional action to that condition that sets "Variable 1" back to 1, then the fade will work since the condition will only be true until you click the object again.

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  • Can any of the devs confirm that this isn't working correctly? If so, I'll add it to the tracker

  • Ah, damn. Might very well be a bug then

  • Just lump all of the pieces into a container. I did that and everything worked correctly. A lot of objects with bone movements(around 10) create a pretty sizable performance hit, though.

    Hmm, I just tried that but it still seems to be doing the same thing

    Could you post a cap?

  • Just a quick question; Is it possible to set up a bone animation for an object and then have multiple instances of that object? For instance, if I wanted to have bone-animated enemies, is it possible to spawn multiple copies of that enemy (along with the objects needed for the animation) and have the bone animation still work correctly?

    I just tried setting up a bone animation using two objects and when I made an additional copy of those objects, the first set of objects just repositioned themselves over the new copies when I ran the game. Am I doing some thing wrong, or is this just not possible yet?

    Cheers

  • I was wondering if it would be possible to serialize the data in reverse like that, it'd definitely be handy!

  • Hahaha, oh man, I feel stupid now

    Crisis averted!

  • I'm also very curious why mine ran better than BenH's, because he has a better computer and a better graphics card.

    Wow, that is weird! The only thing I can think of is that it's not running as well as it should do on my computer. Maybe my graphics drivers need updating or something

  • > You already can do that. "Set display resolution" and "Set zoom" in the System actions.

    >

    Display Resolution works.

    Set Zoom works if I set the values to be over '100' - If I set the x and y values to 50, nothing happens.

    In the Set zoom info it says: "50 - everything is half the size".

    You'll need to enable Unbounded Scrolling in the layout properties unless you make your layout twice as big (so that twice as much can be seen at 50% zoom)

  • Actually on my machine (P4 3Ghz, 7600GT 512mb) 10,000 sprites (64x64) run at 70fps in unlimited mode, and 10,000 tiled backgrounds (64x64) run at only 15fps in unlimited mode

  • Hey guys,

    I've noticed something a few times and that's if I make a sprite and either draw or import a large graphic (say 640 x 480), sometimes when I close the image editor, the sprite has all but disappeared. It's still there because it's visible in the object bar, but the only thing thats visible on stage is the control for rotating the sprite, but you can only see that if you click on the sprite in the object bar- it''s not actually selectable on the layout itself.

    I've uploaded a cap since I can't always seem to reproduce it.

    http://www.cursesfoiled.co.uk/construct/broken_sprite.cap

  • I've got a 360, so I have the controllers, but I can't be arsed to spend out on a receiver for them

    I just use my old xbox controller instead.