madster's Forum Posts

  • okay then.... feel free to do everything the hard way while everyone whizzes past you and finishes several games

    I know I've been there and I was speaking from experience. You're free to do as you please, I've already explained myself for whoever reads this far =)

  • Because it doesn't teach the... erm... "player" about events

    There is this misconception in development that you should do everything the "hard" and "true" way. That is not true at all. If you're looking to learn then yeah you should go learn events. If you want to get something done, then the easy way that works is just as good.

    I assume you meant "the creator" and not "the player", as the player doesn't need to know (and shouldn't know) anything about events.

    [quote:geydqowe]

    Additionally...

    -is it faster at run time?

    -It's not exactly hard to write those couple of events

    -what's wrong with teaching players about physics at the same time as Construct?

    -Its faster as the plugins are C++, not interpreted events. It probably doesn't matter, though, at this scale.

    -If it's not hard to write the couple of events... then why the fuzz about it? why do more work than needed?

    -what is wrong is teaching people to always take the longer road to a destination bad practice!

    Custom movement would also be a good idea, it has gravity(by way of force) too IIRC

  • I don't think this is a very good way to learn how to use Construct well.

    why not? it's faster in both design and execution and yields the exact same numerical result.

  • Families and objects are somewhat analogous to object orientation and inheritance. Perhaps you should seek inspiration there.

  • OpenGL doesn't provide any sound or controller support though... You'll have to use something for that.

  • Perfect inmaculate purity does not exist in real life. It's a mental construct.

    then again I don't care much. If food falls to the floor, I pick up and eat it. And I have dogs in he house, so... yeah. As long as it doesn't make me sick, I'm good. I have defenses.

  • no positioning or stretching or rotating or filtering setting should EVER yield a diagonal discontinuity in mapping.

    This is either a Construct issue or a driver issue.

  • you could also use platform behavior, set ignoring input on create and set vertical and horizontal speeds.

    Make sure to set air deceleration to 0 in the platform behavior options.

  • this could be related to the anomaly seen with the scanlines effect, when you use a number of scanlines bigger than half the vertical resolution, a diagonal line can be seen where coordinates are different. I have an ATI. I'll update drivers and try again though.

    I suspect a sub-pixel difference in each triangle that can be magnified under certain conditions.

  • you could use private vars lastx,lasty and stuff the current position on them at the end of each frame.

    + System: Always (every tick)
    -> Sprite: Set 'lastx' to Sprite.X
    -> Sprite: Set 'lasty' to Sprite.Y
    [/code:3eatwfxv]
  • I think in C2 we will let you have objects in the object bar with no instances actually placed on a layout.

    Wooo!

    About efficiency, I've had to do both. In one case I needed 4 objects to always be together. If you place them individually they might not be at the right position (image point and matching angle) and doing so in the editor is slow and overkill. What I did was use one object (the most visual one) as a placement marker and then on startup destroy the other 3 instances then for each one of the markers destroy it and recreate it at the same spot. Since the other objects were in a container they spawn as well (that saved 3 actions) and then you gotta place each one of them.

    So yeah, sometimes you'll have to place them with events. Most of the time, not.

  • when there's no object created there's no object to check against the is on screen condition.

    If you're creating and destroying, you should be counting instances.

    Try checking with targetbox.count<1

  • yeah I left it out in purpose, since I figured if your scanlines are moving with your art you might as well bake it in (and no rotating, as the boxTop is the bounding box, the offset would go nuts anyway).

    This effect is already used in a game I have almost finished and it looks pretty good

  • I am mislead by "pixelHeight". I thought it was the factor, the height of one pixel in units and that coordinates would give results in units orienting at pixelHeights, so that dividing would lead to integer pixel values. Listened and learned.

    Actually you could be right. I'm rather new at shaders. Anyway, turns out the artifacts only happen when scanlines are "packed in too tight", which is useless anyway =)

    (my effect shows the same artifact if you increase the number of scanlines over half the vertical resolution)

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  • When you close the image editor, does a window popup asking if you want to save changes? did you hit "yes" ?