linkman2004's Forum Posts

  • Just tried turning off caching, and it did keep the memory usage from inflating.

    One other thing, though. Sound seems to slow it down quite a bit while too many positioned sounds are playing. Is there any way to speed this up?

  • I was recently working on my game, implementing sound, when I noticed that there was a large memory leak in the DirectSound object. Everytime I use "play resource at object", the sound is reloaded into memory without getting rid of the old one, so memory gets sucked up incredibly quickly, resulting in extremely slow performance eventually.

    I reported this to the bug tracker, but I want to know if anybody else has had this issue.

  • Booyah! I really can't wait for the next build now.

  • Did you try this? - because when I do it it doesnt work, (my original problem) they don't set to anything if you set it to object1.OID and they all set to one of the object1's if you set it to object2.OID

    I am assuming this is a bug???

    That's probably because you put OID instead of UID. The OID of object1 would be the same for each instance of object1. The UID is that instances unique identifier, so every instance has it's own UID. Hope that helps.

  • You have the symbol right, the strings in the edit boxes just need to be converted to integers or floats using 'Convert value to integer' or 'Convert value to float'. After all, you can't multiply strings together.

  • Glad I could help.

  • I was actually working on something similar today, so I whipped up a quick example for you:

    Object pairing

    It's commented, so it should be fairly easy to understand. Hope that helps.

  • Thanks for the compliments, everybody. I'm glad to know you all like the water effects.

    The animating legs are classic! However, one suggestion, rearrange the actions on the second event so that body gets positioned first, otherwise the gun lags a frame behind (unless thats the desired effect of course). Hope you turn that into a full game

    Thanks for the tip. I kind of figured that came from the ordering of events, but I wasn't sure. And I DO hope to make this in to a full game. But, we'll see.

    The gun also reminds me of the gun from Halo

    I was hoping somebody would catch that.

  • How did you change the colours of the picture to the green/purple/blue version for bumpmapping? Is there a way to filter normal pictures this way easily?

    CrazyBump will turn any picture into a normalmap(the strange colored version). Hope that helps.

  • Okay, I'm finished with the example I promised. Again, it requires PS 2.0, so keep that in mind. It is at the following link:

    Fake bump-mapping: Shooter example

    Use the WASD keys to move and jump. Aim with the mouse and fire with the left mouse button. The improvement here is that I applied a dodge effect to the layer with the lights and the bump-maps, making the lights look more like lights and less like blobs.

    Tell me what you think.

  • Here's mine:

    Device name: NVIDIA GeForce 8600 GT

    Pixel shader: 3

    Estimated VRAM: 884 MB

    Motion blur: Yes

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks for the comments, everybody. I've been working on the engine and have made some improvements. I'm currently pulling together a new example, and I should be finished with it soon.

  • Yeah, but it's not what you'd think. It just gets the paths to files and stuff.

  • Ah, yes, I forgot to mention that it requires PS 2.0. Sorry about that.

    EDIT: By the way, would a mod mind moving this to the uploads forum?

  • So, I know that Construct has a bump mapping effect, but I wanted to make something that supported multiple lights, and this is what I came up with:

    Fake bump-mapping example

    The white light follows the mouse directly, while the colored lights slowly move towards the mouse. So, how this works, is that I have two layers. The first layer has the background images. The second layer has the lights and the bump-mapping objects, and it's also set to force it's own texture so as not to distort the background images on the bottom layer, only the lights on their own layer. On the second layer, I have sprites with black and white bump-map images, and these sprites have the distort effect applied to them. Since the lights on the second layer are always beneath the bump objects, they are distorted to appear as if they are casting light on bump-mapped surfaces, creating a mostly accurate representation of bump-mapping.

    I hope that makes some sort of sense.