madster's Forum Posts

  • O_O bizarre, when I tried to open it Construct complains that "the file was saved in a newer version of Construct", yet update reveals I'm using the latest (0.98.7)

  • Is there any way to access the pasted objects by index?

    Array paste appears to just help aligning multiple instances, and the Array object seems to be a standard data array.

    Which is the best way to access an object by an index? I want to loop on them and execute actions on each (change position, stretch, etc) based on the index, but I don't quite understand the loop action.

  • Back at the time I wasn't aiming at Windows only

    Just thought it would be nice to share, that circular buffer trick works under the most horrid timing conditions

  • I read somewhere within the forums that one could make an array of objects, for example sprites.

    I cannot possibly figure out how this is done. Can someone elaborate? I saw a spawn action typed somewhere, but couldn't get to it myself. Just now figured instancing with ctrl-dragging.

    I'd like to get an array of 1px-high tiledbackground instances, vertically arranged.

  • I know this is old but I DO have something to contribute.

    In YEARS of discussing this bit (sometimes heatedly) with fellow coders, I found out that the best thing to have is:

    -fixed logic rate, to gauge minimum object size and max speed, thus making sure no object will ever go RIGHT THROUGH another.

    -decoupled vsynched graphic updates, for maximum smoothness

    -interpolated animation: this is key. Without this, you better couple logic with the graphics update rate or it'll look strangely jerky.

    But you all knew this. Now comes my contribution:

    I also spent a long time fighting timer issues, because the timer I was using (SDL) has a really crappy resolution (10ms!!)

    So with that low low resolution, animations and general game logic used to jump around a lot. First approach was to average over a number of frames, then the game would go smoothly over that number of frames and then jump to the new framerate, so that's no good either.

    The next approach is really good and gave me solid animation with a crappy timer:

    -Keep a circular buffer, save the the timedelta in a new cell and move the head in each update, average all stored timedeltas and return that.

    TADA! high-precision non-jumping timer feeding from any timer, crappy or not. That added to the (already in Construct) minimum FPS makes for a SOLID and smooth logic.

    Suggestion? Could specify the size of this circular array in application properties Larger takes longer to adapt to FPS changes, smaller could be jerkier. I kept using 10 to 20 cells and that was enough (remember, I had 10ms resolution!).

  • Computer numbers are always finite, even floating point.

    You'll always have to devise some sort of trick to get infinity, in Construct or coding your own engine, so better stick with Construct

  • I imported tiles from PNG with transparency without any trouble.

    Careful, as some softwares incorrectly save PNG transparency (some versions of photoshop do!!)

    Might wanna try saving copies in different programs and testing each in Construct.

    If that's the problem then it's not a Construct bug.

    I ran into this issue when coding with SDL_IMAGE and using photoshop 6 I think. The "save as" and "save for web" codepaths were different and only "save for web" made correct PNGs.

  • :O cool!!!! I knew it had to be there

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  • First post's update has the .cap for the tool.

    Construct (the IDE) crashes on exit if I do almost anything in it.

    Note: I always have Firefox and other stuff running besides Construct.

  • I've been thinking about a scanline control trick for a while (for a very specific purpose) and I think I know how to achieve it

    no rotation though. Will post if it works as expected.

    There is already sprite rotation, only thing missing seems to be skew.

    Edit: skew is there. Nothing's missing

  • actually it doesn't look like an easy thing to get right, PHP5 also fudges the ternary operator precedence under certain conditions so I'm used to ALWAYS wrap in parenthesis

  • Device name: ATI Radeon 9600 / X1050 Series

    Pixel shader: 2

    Estimated VRAM: 154 MB

    Motion blur: Yes

    Also, Construct generates an error while closing, almost every time I have 'Run all' (did with this .cap)

  • 'common game design questions' should go right on the wiki, I know I'd be all over that!

  • Keep Construct 2D! its what it's geared towards. Focus! you want 3D, you get a 3D system.

    *ahem* Also, starcraft had no 3D or perspective effects.

  • WOW has DX and GL modes, a quick search revealed. Defaults to DX.

    Thing is, I instructed the wow-less friend to download and install the same DX redistributable (Nov08) I downloaded to be able to run Construct.

    Perhaps she didn't get it right. I shall investigate in person and report back.

    Oh and people are fond of clicking big OK or NEXT buttons without reading. Have the OK button take you to the DX downloads page and you'll have most of them staring at a list of downloads like this O_O

    not perfect, but closer