mirosurabu's Forum Posts

  • Any way to get around AFXRES?

    I'm just one step away from having ATL-free Plugin SDK.

    Thanks

  • I got around it by using Joe O'Leary's CStdString wrapper.

    Everything compiles fine now with the exception of afxres. I don't know how I am supposed to get around it.

    Any idea?

  • That's awesome. I have wiimote at home, so I'll be testing this tomorrow.

  • Deadeye mentioned it on TIGSource forums a while ago. That's how I found it.

    But I didn't fall in love immediately. It's only when I learned more about it (families, object picking, groups and few other bits) that I fell in love instantly.

    I've been using C++ with various libraries (Allegro and SDL) previously and have written 250K-sized games, but the development was slow.

  • I want to play this! But it closes? I played the first level and I touched the green block and bam. Then my desktop is staring at me! d'oh.

    Ouch. I can only think of one thing. But I'm not really sure it can cause problems.

    Express nature of Construct allowed to me to compile new EXE within few minutes.

    Check this new rared EXE and let me know if it works now:

    http://www.mediafire.com/download.php?nynmfznjnom

    Thanks

  • I can confirm that game is frustrating. I realized that only after I submitted it. The last level took me around 20 minutes to complete it.

    In any case, thanks for the comments.

    Sinclair:

    That looks like the "circle level" - the level in which you have to follow the circular pattern of movement. I should have made it simpler.

  • N O L E G S

    <img src="http://img12.imageshack.us/img12/5899/partscrn.png">

    Direct Download

    Mediafire link

    My 3rd Construct game. No metaphors this time. Just plain arcade.

    You guide the dude who has tragically lost his legs. Despite this tragedy he has to collect all collectables he left behind. Fortunately, he discovered that he possesses strange power - ability to fire rebounding particles using his bare hands. This particles in turn can give him push and help him navigate throughout the space.

  • I mean - is there any way (other than using families) to access an instance of object which is not picked within given event?

    For example:

    for each goal
        if goal.name = "gRuminate":
            // here we have one goal picked
            // and now I want to pick another goal
            // and use it within this event
    [/code:1q8w7lqu]
    
    How am I supposed to do that?
  • Some simulation stuff for TIGSource cockpit competition.

    <img src="http://triton.imageshack.us/Himg24/scaled.php?server=24&filename=emoti7.png&xsize=640&ysize=480">

    The little tilted blue emoticube is your cursor.

  • Your best guess is actually the right one. Replacing just one layer of the floor (which consists of 313 sprites) improved frame-rate from 80fps to 160fps. I have no idea how I ignored the floor sprite tiling I've been doing.

    However, frame-rate still floats on my laptop, but it never goes below 60fps (which is my refresh rate), so that's fine. It might be completely due to my laptop, though; I recall having floating frame-rate problems with some commercial 3D games in the past. Will have to test this on other computers, now when the game runs at greater FPS.

    Thanks.

  • Hi Arima,

    Thanks for your input.

    I think I'd be happy if my laptop (which I consider to be of average power) was giving me an empty CAP with a floating frame-rate between 1000fps-5000fps. Empty CAP on my laptop runs at fixed 432fps unlimited frame-rate.

    That's also a reason I think the floating frame-rate in my case is not solely caused by background processes. Further, I think the change from 100fps to 30fps is rather dramatic and seriously I have no idea what causes it.

    Anyone tried attached CAP? I tested it on several PC's, most of which were old 1.4-2.0 GHz PC's. The game is not playable on older 1.4GHz, but it's playable on high-end machines. Not sure how to optimize this.

    Cheers

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  • I'm getting floating frame-rate on one of my projects I've been working on. The FPS in unlimited frame-rate mode would be around 80fps at start and after some time it will drop down to around 30fps and get back at 80fps after some period of time.

    The 80fps as max unlimited frame-rate is also worrying but I can get past it. (My machine runs at 3.0GHz with 2GB RAM, so I guess it's powerful enough to run at higher frame-rate than that.)

    I have found that removing positional audio and two groups of events improve frame-rate a bit (goes up to 100fps), but frame-rate was still floating. Removing particles didn't make any change and I make no use of effects.

    CAP-only ZIP (80KB):

    http://www.mediafire.com/download.php?wjignjjvtzj

    (when frame-rate drops? Do the following - go to the left, pick-up the gun located at top of the building, go to the right, keep going to the right and the frame-rate will drop at some point)

  • Is there any way to pick objects outside of the selected object list?

  • And I was using "Add parameter" methods.... Very useful.

  • Thanks!

    [quote:2ed587eg]Although I guess I learned nothing after all...

    It was probably a mistake placing that text at the end of the game.