chaosmaster's Forum Posts

  • Of course! I could even use the built in 'timer' function to continously scroll it. Quite simple, can't believe I didn't think of that. Thanks a lot!

    • Tom
  • Concerning 'Set Image Offset', there doesn't seem to be a way to compare the current offset in the event editor, so I can't make it continuously scroll. Ashley's method works, but there doesn't seem to be any difference in memory usage. I guess this would be the case even in there was an 'infinate scrolling' option. It would still be a nice option to have in the settings though!

    Thanks for the help guys!

    • Tom
  • Hey,

    One feature it seems Construct is missing right now is the ability to set layers to automatically scroll. I'm developing a scrolling space shooter game, where all the action happens in one still frame, while the background scrolls to give the impression you are flying forwards. There currently seems to be no way to let layers to automatically scroll while the player sprite stays still.

    I've got around this by giving backdrops ball movements and using the wrap behaviour, but as I'm loading in large chunks of backdrop for scrolling, this eats up at lot of VRAM. A feature to set layers to automatically scroll would be really useful!

    Many thanks, Tom

  • There seems to be a new bug in the platform behaviour, sometimes it 'jitters' when the object touches the ground. I havn't noticed this before in previous builds.

  • The 'max' function works nicely, now everything runs smoothly whilst still subtraction to zero. Thanks!

    • Tom
  • Is there a way to force Construct to round up an expression to the nearest whole number, rather than having a decimal number result? I'm moving an object around using loops and timedelta in order to keep things smooth. An example is in the deceleration event:

    ['Right' key isn't down] [Value 'X Value' is greater than 0]

    = [Player: Set 'X Value' to 'Player.Value('X Value')+(Player.Value('Deceleration')*timedelta) This subtracts a set deceleration value from the players X Value, and a loop is then run that moves the player according to the value of 'X Value'. The deceleration event should continue to subtract from 'X Value' until the value reaches 0 and the object comes to a stop. The trouble is, due to using the timedelta expression to maintain a smooth framerate, the deceleration value comes out as a decimal value, and so it sometimes doesnt reach the 0 value, meaning my object keeps moving a tiny amount even after it is supposed to have decelerated to a stop. Basically, is there some sort of expression I can use to force Construct to round up the 'X Value' to a whole number to ensure the value will eventually reach 0 through deceleration? Hope that makes sense, Cheers, Tom

  • Interestingly, the 'if I drag things around in the event editor, Construct crashes' bug is back in this version. It seemed to be fixed in .88, but now I can't reorder anything without it crashing on me again.

  • Ran in to this odd problem the other day, when the platform game I was working on started to lag a bit when I tested it in Construct. The fps kept dropping, and it got worse as I went on, ended up only running at half its itended speed.

    At first, I figured I was being overambitious with my paralax backgrounds, but as I have a reasonably powerful computer, and it was only a fairly small level I was testing, I was dubious. So I got rid of the paralax layers, and the problem didn't go away.

    Closing and re-opening Construct worked, but only for a couple of test-runs, after that, the lag started building. To make sure it wasn't my PC at fault, I tried exporting it as an exe, which ran smoothly at 60fps every time.

    Just wondering if there is perhaps a memory leak of some sort in the Construct runtime. Any ideas why this might've happened?

    Also, I was doing this in version .86, as .87 messed up some of the events in the game.

  • It seems to be to do with any object overlaps, such as colliders. I can't remember exactly which events were deleted, but certainly any conditiond to with colliders overlapping solids were deleted.

    Construct doesnt register it as a change to the document either, when I close it, theres no prompt to save, and once I've reinstalled the old version, the events are back in working order.

  • Interesting bug, when I opened a project I'd made in 0.86.2 in .87, it randomly deleted some of the conditions in some of my events, and wouldnt let me edit these events. I reinstalled .86, and the game was fine again.

  • Hm, the demo wont work for me. I get an error saying 'Invalid texture was referenced' and an told to report it, then a another error about the Visual C++ runtime being forced to close, and then it closes down. Could it be a problem with Vista? My PixelShaders are version 3.0 if that helps at all.

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  • Agreed, these things are pretty neccesary for a good animation system. Still, I'm just pleased the animations actually work now, so i can finally get on to making some stuff!

    • Tom
  • I agree, some sort of line of sight function would be great. It'd be nice to set parameters for the line of sight on an object's properties, and then simply have an 'object can see [object]' event to run it all. Should save on memory usage too, when oposed to shooting out tons of invisible bullets for line of sight.

    • Tom
  • Nice one, good to see animations back in working order! Seems a bit less crashy than previously as well, although I'm still getting a crash if I try and move events around in the editor. I'll post a bug report.

    Cheers, Tom

  • Yeah, it's certainly not high priority, just a few additions I thought would be nice once the major issues are sorted. Also, I forgot you could actively change movements, walljupming should work with a ball movement on top of the platform movement. Nice one, cheers.

    • Tom