linkman2004's Forum Posts

  • What behavior are you using? Although in all of the behaviors that involve user movement there's a tab for the behavior when retrieving expressions. The expression for retrieving a platform objects X speed, for instance, would be:

    Sprite[Platform].VectorX

    Of course, you'd change "Sprite" to whatever your object is called, but that's about it. I hope I explained all that well enough.

  • I modified the two regular blur shaders to take a floating point value(.1, .2, .3, etc...) for the blur intensity. Default is 1. Anything higher than that start to look pixelated, so 2 is the highest I'd go.

    Modified Blur Shaders (Edit by Ashley: please rename these files before copying them in to your Construct folder - don't overwrite the originals - to avoid compatibility problems)

    The blur mask shaders already support intensity. The intensity is based off the lightness of the sprite. A completely white sprite is the highest blur intensity, gray in the middle, and black is no blur at all.

  • You could always use Image Manipulator to convert the image to a BMP, if you have to use PNGs.

    Hmm... that could fix another problem I was having where I would need the loaded pictures to be automatically sized down. Thanks for the suggestion.

  • All of my hopes and dreams... shattered.

  • I tried installing it on a laptop close to those specs, but it didn't run all that well(processor was slower). Although it could be because some of the drivers refused to load, or they'd refuse to stay loaded.

  • I'm wondering why there doesn't seem to be any PNG support for the image list object, and I think it should definitely be in there. Unless it's a bug, and the image list DOES support PNG files. Here's a test demonstrating it in case it's a bug: Image List.

  • There doesn't seem to be any way to reposition edit boxes during runtime at the moment, so I think it would be nice if that could be added(considering all of the other application controls have it).

  • Awesome, thant's exactly what I needed. Thanks.

  • I think the window object should allow you to retrieve the "client" width/height of the window. Currently it will give you the size including the border and titlebar, instead of just the inside. Basically a feature like the "ClientX" expression which will get the X position of the window minus the border and titlebar.

  • Does it run Construct OK?

    Yup, haven't had a single problem with it. In fact, my game runs around 50-100 FPS faster on an uncapped framerate.

  • Anybody else tried it out? I downloaded it the day it came out, and so far it works flawlessly(except for the x64 version. It was BSODing all over the place). It's actually quite a bit faster than Vista, and the bluetooth pairing speed is insanely awesome compared to Vista.

  • I know you can use the For Each Ordered condition, but that could eat up processing time if you had a lot of objects to loop through.

  • I think it would be nice if you could set the Z-order of objects with a number. For example, if object one has a Z-order of -1 and object 2 has one of 0, object 2 will appear ahead of object one. This would be handy for things like isometric games where you could set the Z-order of all objects to their Y coordinate. Game Maker handles Z-order using numbers like this, and it really helps for ordering everything correctly.

  • Like Stainsor said, you could use the "Is Overlapping at Offset" condition and set the Y offset there to -1. That would allow you to keep the ball movement.

    But I agree, I think that all behaviors should register when there's a collision.

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  • But I think some sort of "batch import" for Construct would be handy... like if your files are numbered in sequence, you could select them and tick an "import sequence to frames" box or something. That would be quite useful, at least for me.

    You can already do a batch import. Under the "Import Frames" dialog, just select all of your frames and hit open. It will automatically import all of them as seperate frames to add.