Mr Wolf's Forum Posts

  • Really though, Construct needs better documentation.

  • The tiled background object with a power-of-two size texture is a very efficient way to tile an image (it draws as fast as a single texture no matter how much you tile it). You lose that if it's not using a power-of-two size texture though.

    When using the Tiled Background's "Power-of-two Only" abilities, it counts 128x64 as pow2, but is it still getting the speed boost when doing rectangle pow2?

  • > All images take up as much VRAM as the smallest power of 2 size they fit in. Each of your 1280x720 images are acting like 2048x2048 with most of that being empty space. Bad idea.

    >

    >

    Wouldn't that be 2048x1024?

    That depends on the GPU, but for most computers these days, I'd say yes.

  • All images take up as much VRAM as the smallest power of 2 size they fit in. Each of your 1280x720 images are acting like 2048x2048 with most of that being empty space. Bad idea.

    Also, what are these Backdrop objects? There's only Sprite and Tiled Background. Tiled Background is mainly made to save some time while rendering pow2 tiled images.

  • I'd like to be activated for the wiki. My username is: mrwolf45.

  • I have a door-type sprite with a few frames of animation for opening, then reversed in another animation for closing. The final frame for opening and the first for closing is a blank frame. Whenever the player is touching the door while it plays its opening animation, the collision mask will stay at one of the frames before the empty one. It still shows the empty frame, but the player sprite hits it like its one of the frames from the door opening. I think its the one just before it, but I'm not sure. I believe this is a bug as I don't have anything affecting this. It just plays the animation when I click the mouse (just for testing) and closes when I hit space bar. It works fine if the player was not touching the door when it opened.

    Is anyone else having this bug?

  • That's disappointing. Someone should change the wiki's FAQ then.

  • Using one effect to hide the others, lol. Nice work.

  • Great news! Finally, Construct will communicate. I'd still prefer a plugin, but with all your work so far you've pointed to an alternative that's worth to try.

    I thought I should point to this link about port numbers as early as possible that helps avoiding conflicts with multiple port use.

    Officially, there's supposed to be a Multiplayer Plugin by 1.0's release.

  • Looks awesome. Good job.

  • Object: Maybe Sprite, but I'm addicted to particles...

    Behavior: They're all so cool!

    Effect: Blur and something else on my particles Maybe HDR Tonemapping. I don't really use effects so much.

  • Another platformer/RPG: 'Zelda II Adventure of Link' on the NES

    I forgot that one. And I've heard of cave story before, but haven't gotten around to learning anything about it. I should play it one of these days for research and inspiration (and I'll be entertained to boot ).

  • Maybe just wait till 1.0 comes out?

    Agh, don't say "wait until 1.0." I'm tired of hearing that. If he wants to rewrite it, he might as well start now so it can be done BEFORE 1.0. This is a major plugin, why wait until the official release of the program to redo it? In my opinion, it should be included in 1.0 along with most (or all) of the other currently optional plugins.

    Good luck, linkman!

    BTW, I did have to use a seperate camera object like I suspected and LMK suggested. It works flawlessly now. Strangely enough, I don't have the 1 (or -1),$ problem anymore. It just disappeared.

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  • If you need more than a number/a string stored inside a hash table or an array, you have to use multiple arrays/tables. That is quite slow on the machine, and on the coding process.

    Using a record structure where you can hold multiple strings/numbers and add them to an array will solve a lot of future trouble and can take Construct to a whole new level.

    For any serious projects you will need some kind of database, using a record object and an array the problem is somehow solved.

    Thank you.

    I disagree with "For any serious projects" because that's not true. Also, what do you mean you'd need multiple arrays or tables? Arrays can hold as many numbers or strings as you want...

    I don't understand what you want or how you plan to use it...

  • You really would need a lot of options for such a plugin to truly be useful (at least, useful for more than the first dozen to put it in their game and cause people to groan when they see it ).

    Yeah, it can't look like it is a plugin.