cecil's Forum Posts

  • i posted about this issue in the first .97 release. i was just wondering about how this ever turned out. hidden docked bars tabs still bunch up like so.

    <img src="http://i18.photobucket.com/albums/b121/comeon666/untitled-16.png">

    it doesnt seem to have been fixed or be just a problem with my computer as i have it installed on multiple computers all with the same problem.

  • give each object a z value based on how "high" it is. higher the object the bigger the z value.

    bring all objects the to the front sorted by y value on lowest z values first and run through each z value.

    no wait thats slightly wrong...ive done this before. grrr.

  • uninstalled, deleted the scirra program folder, deleted the registry, and reinstalled construct. no dice.

    i noticed this on the last version and that was before i recently system restored my computer because of clutter. so its still happening on a fresh install.

  • great update!

    only new concern i have is strictly cosmetic.

    i first noticed it in the last version. not sure how long its been like this since i dont use construct that much, but the autohide side bars are annoying.

    it only displays the currently selected tab and all the others are tiny smashed tabs. not good.

    <img src="http://i18.photobucket.com/albums/b121/comeon666/untitled-16.png">

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  • im really tempted to figure out how to modify the source. i downloaded it once (or what i thought was it xD) but didnt get very far, i never even got it open to modify, otherwise i woulda gone to town on it xD. is there a way to just download the source in its entirety? or do you still have to download the different folders etc.

    also, just curious as to what youre developing construct in? visual studio? or another environment? if studio what version? 2005? 2008? what sdk's? directx 8 9 or 10 and what month? windows sdk? platform sdk?

    i also agree with having a few more shapes. loading meshes can wait if its something thats being thought about. i was just wondering what was happening with that object. it seems to have the most potential. i know mmf2 has the 3d mesh object which seems to work relatively well (exception of not being able to have mesh animations. i think? just started using it. not sure why ive never seen anyone else use it before.)

    glad to hear its a future possibility. godspeed, construct!

  • ashley i have recently been playing around with directx 9 sdk and have been wondering why you are only limiting the 3d box object to a box shape. i am not sure as to how the object works as i dont understand the sourceforge download for the source files, so when you said in a previous topic that it would be too much work to make it a completely 3d object you may be right. but why not allow the object to load .x meshes? even if you keep the collision mask to the general box shape it would be so much better.

  • Device name: ATI Radeon Xpress Series

    Pixel shader: 2

    Estimated VRAM: 686 MB

    Motion blur: Yes

  • and of course i cant recreate it now. its working fine. maybe my video drivers loaded all funky that day or my computer didnt like me. guess it was just a fluke. but i cant get a video capture. if it does it again ill capture it.

  • ill try and get a video up. so you see exactly what i mean.

  • yeah i dunno whats up, maybe my host just doesnt like .cap's. just right click save as like i edited. should be fine.

  • all it is, is an sprite with platform behavior. no events, no objects, no nothing. when vsynced or at a capped low framerate it falls fine off the bottom of the screen. but unlimited or above 60fps the active spazzes up and down until its gone.

    heres cap though. http://legendkpr.startlogic.com/files/fpswierd.cap

    whoah crazy gibberish. right click save as.

  • so i was fiddling around again with construct and started a simple platformer. used platform behavior.

    all is well so far.

    then i changed the framerate to unlimited.

    all hell breaks loose. my main active for the character just starts spazzing out and flying up and down rapidly.

    when i change it to anything above fixed 60, same deal.

    whats going on?

    amd turion64x2

    radeon xpress1150

    windowsXP sp2-c

  • didnt want to take the time to read all the lengthy posts. but what about something as simple as a "raycasting object" ? which is 2d rendering. it wouldnt be 3d models, but if someone wanted to make a first person shooter, they would be able to do so. raycasting is generally a simple procedure and im sure id wouldnt be a difficult concept for you to understand ashley. it could work something like using objects as textures, objects as sprites, and a simple gridbased mapfile for rendering. i think it would be a great addition imo.

  • i wouldnt reccomend using solely x for distance. i would get used to using

    (x2 - x1)^2 + (y2 - y1)^2 = distance^2

    distance = sqrt((x2 - x1)^2 + (y2 - y1)^2)

    even if you didnt know about abs(), you coulda done some simple math to figure it out.

    if you take a number and raise it to the power of 2, if its negative it becomes positive (negative * negative = positive). then all you have to do is take the radical (square root) of that and you end up with your original number, but positive.

  • #1 rule of business. nobody reads.