linkman2004's Forum Posts

  • From Wikipedia:

    [quote:1bbybtp5]The device acts in a similar manner to an Xbox 360 as it allows up to 4 controllers and 4 headsets at a time to be connected to the receiver.

  • To test for walls or other blocks, you could use "Is overlapping at offset" under the collisions section of the sprite's conditions.

    EDIT 2: Here's the example I whipped up. I didn't have time to comment it, but it shouldn't be too hard to understand. It uses the grid behavior to make things easier.

    Block Pushing Example

  • I could probably add a tick box to switch between unit type. I'll see if I can get around to it at some point.

  • By removing the bone behavior I doubled the framerate, despite all the sprites being there, so I'm pretty sure it's the behavior.

  • On my 2.8GHz Athlon 64, 20 eight-limbed figures brings the framerate down to 400 from 2200 with one. I know that's not exactly a problem by itself, but once you throw in the rest of the game code, including other CPU intensive things like AI, the framerate could eventually fall below the refresh rate.

    Then you have to consider different CPUs. There are still plenty of people with 2GHz P4s, which are approximately half as powerful as what I have(I'm talking about real world performance, not clockspeed).

    Maybe I'm just being paranoid about this, but I still think it could effect older computers tremendously. Besides, a deactivate feature should probably be added just for consistency with the rest of the behaviors.

    File I used to test speed - .99.4

  • err.. does Construct works under Windows 7?

    Sure does. I've been using Windows 7 since January and haven't noticed any problems with Construct.

  • You can click and drag the layouts in the project tab. Just drag the layout you want to start first to the top of the list. The first layout in the list always plays first.

  • I was thinking earlier -- given that the bone behavior is probably the most CPU intensive of any of the behaviors -- that it would be great if you could deactivate/activate the bone behavior of an object at runtime. This could help in increasing performance by allowing you to deactivate the bone behavior when the object is off-screen, thereby freeing up more CPU time for other things.

    I know that most CPUs from the last 4 or so years should be able to handle quite a few of these before slowing things down noticeably, but I want my games to be playable on as many computers as possible.

    Any chance we could get this?

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  • Sorry about that. Here's one made in the current stable version:

    STABLE EXAMPLE FILE

  • Bleh, silly WHFF. I've re-uploaded the effect and created a new thread for it in the completed add-ons section.

    Hue Shader

  • Hue Shader

    DOWNLOAD NOW - 4KB

    EXAMPLE FILE - 231KB

    To install, just dump the file into the "Effects" folder in the Construct folder.

    What it does -

    This shader alters the hue value of each pixel of an image independantly. It takes one parameter, Hue, which is a value between 0 and 360, sliding the hue of each pixel based on that value.

  • Looks like an FPS killer, Davio. Looks amazing as well, though.

  • someone had already made this for me once, cant find it tho

    That was me. It was one of the many files that was eaten up by FileShack, and I don't think I have the original. The one I made tinted a color range.

  • Again, thanks for all the feedback, guys. I've added some extra resizing options for the next version. There's now a "Resize" check box and a "Size multiplier" field for more(any) control over resizing.

    The bouncing is turning out to be harder to implement than I thought. And this is for true circle/circle bouncing, not just going back the direction the ball came. The math is pretty complex and I can't seem to find a good method that doesn't require really fancy stuff.

  • Hooray! I don't know if it was this build or one of the previous ones, but the problem involving duplicates of objects with the bone behavior seems to have been fixed.