ErekT's Forum Posts

  • Thanks! I've tweaked the implementation somewhat since before so hopefully that helped. I'll throw a test build together and be back in a bit

  • The games I wrote in Blitz Basic 3D (a DirectX 7 engine from 2001) are still working on my Windows 10 PC. Most of the Construct 2 games I made in 2014 don't work properly anymore in any of the current versions of web browsers

    Yeh the Blitz languages were always rock solid. Too bad Mark Sibly never knew (or cared) how to market them properly. That said, C2 at least is very solid too, just let down by the wrappers.

  • Hmm... well that's not good. I think I need to find myself a win10 machine and do some thorough testing. Thanks for the help

  • Damn haha

    You didn't rename nw.exe to something else by any chance?

  • Hi everybody!

    I'm writing a resolution switching tool to allow for better performance on gpu's with low fillrate capacity, intel integrated and the like. I don't have a computer with windows 10 installed so if you do, I'd be really grateful if you'd be willing to test it out for me and see if everything works the way it's supposed to.

    Here's how to install and use it:

    Extract the 'Launcher.exe' file to your win32 or win64 build folder and then run it.

    You'll see a pop-up window with one rolldown to change resolution and another one for windowed or fullscreen mode. Change the resolution to 1024x768 and then press 'Launch'.

    The screen resolution should change to 1024x768 for as long as the game runs and revert back to desktop resolution when you quit. Works best on exports with 'kiosk mode' enabled.

    Thanks for helping out, I really appreciate it

    https://www.dropbox.com/s/6mu5zf3qou791cm/Launcher.rar?dl=0

  • Can you post an event sheet screenshot of your attempt so far? I haven't played Shinobi 3 so don't really know how that attack works

  • Nope.

    C3 doesn't have any features I really need.

    I would have bought it anyway if it was a one-off license, but the subscription scheme sapped a lot of my earlier goodwill.

  • Hey, glad you figured it out. Was away or I would have replied earlier. Anyways, since you're using the platform behaviour you shouldn't use dt. All behaviours use delta time automatically.

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  • Assuming you've structured your game logic something like this...

    Each fighter uses states for different actions and attack moves i.e.:

    Fighter.State == STATE_RUNNING, STATE_ATTACKING, etc...

    Fighter.AttackType == ATTACK_DASH, ATTACK_PUNCH, ATTACK_KICK, etc...

    ... you can check the state and determine an attack from that:

    // someplace that runs every tick
    if (Player.State == STATE_RUNNING)
             if (KeyDown(KEY_PUNCH))
                    Player.State = STATE_ATTACKING;
                    Player.AttackType = ATTACK_DASH;
    
    // reduce movement speed while doing the dash attack
    if (Player.State == STATE_ATTACKING && Player.AttackType == ATTACK_DASH)
             if (Player.MoveSpeed > 0)
                    Player.MoveSpeed = Player.MoveSpeed - 0.5*dt;
             else
                    Player.MoveSpeed = 0;
    [/code:x4wjc65s]
  • Does it happen only if you play actively for a while, or does it bog down if you just leave the game running without playing as well?

    What does the task manager say about memory usage over time? Does it grow?

    What does the debug profiler say about cpu usage over time and on different layouts?

  • That could, and probably should, be done via new Animation Editor import features instead. Editing spritesheets is impossible if the images get larger, for example.

    Yeah, it would be limited to cases where the frames don't change sizes. Did you have anything specific in mind on how to solve it with the new animation editor?

  • There are many users who specifically, actively do want the engine to be optimal. I also have not seen any evidence any of these features are actually necessary; if you did something like produce numbers showing high memory use due to spritesheeting or something like that, it would significantly strengthen your case.

    I'm not after performance. I want to be able to edit whole batches of sprite animations by accessing sprite sheets/texture atlases directly in the editor. As it is, I have to spend hours replacing sprite frames one by one if I want to change tweak some colors or anything else. With in-editor access to sprite sheets I could do that stuff in minutes.

  • I am really against any micro-management features like tweaking how spritesheets work. It is time consuming when we have stacks of other far more interesting and useful things to be working on, creates difficult bugs which only happens with certain combinations of settings, is confusing to new users, and users who don't have an intimate understanding of the engine can easily actually make things worse for themselves by naively choosing the worst option. We already see this a lot with the "downscaling quality" option, where people choose "high" for no reason, which adds probably 50% to the memory usage of the game for no benefit. It's really hard to explain to people how to use these options correctly.

    You're really hamstringing your software with this mindset. Quite a few artists have been asking/begging for this in the past. I've been asking for it since 2013. It really is a big deal if you have an animation-heavy game.

    Still, you dismiss it on some wishy washy usability principle?? This is usability right here. Tuck it away out of reach for beginners if you think their minds are so feeble they can't deal with its presence. Jeez...

  • This page explains different blending modes, including multiply, in Photoshop and GIMP:

    http://emptyeasel.com/2008/10/31/explai ... ay-screen/

    I tried those images with the multiply shader in C2 and it looks the same.

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