Mr Wolf's Forum Posts

  • Unless you know how all the math for the Shadow Caster works, I'd say no. Of course, if someone else knows the math or how it works or can create a plugin/add a feature to the plugin for it, then you could do it. Right now, Shadow Caster doesn't have any Conditions, so I don't think there's anything you can do besides hope one of the expert Construct users comes up with some special method.

  • Some games require many, many global variables. Having to search through them in the Global Variables folder could easily become a chore. I propose adding Subfolders like the ones for Objects. Just a simple feature, but it would be so wonderful for keeping things in order.

  • Because PNG files are compressed, and textures are decompressed in VRAM (they'd be roughly the same size as uncompressed .bmp files). A compressed image cannot be drawn unless it's decompressed first, which is why they are decompressed in VRAM.

    Ah, I see. I forgot PNGs are lossless but still compressed.

  • I just had this kind of problem with picking the right instance with Families and PVs but changing to Family Compare solved it. "System: Compare Global Variable" doesn't work with family picking either btw.

  • The lower the better though, since folk expect 2D games to just work.

    Well, I wouldn't discourage someone from making a high end game if he has an audience for it. Also, I can see some people going overboard with how low they aim their minimum specs...

  • Good point Mr. Wolf, to properly calculate VRAM, the number of bytes is w x h x 4. So 512 x 512 x 4 is 1048576, or 1mb.

    Why does it take 1MB for that in VRAM when it takes MUCH less when the file is simply stored on my computer (I looked at some .png files I had)?

  • Does the shadow ever move or change?

  • I'd use global variables and a seperate save file.

  • I think David's looking in to fixing a related bug in the Xbox 360 controller behavior for the next build.

    That's great. Nice to know that there's a known bug with it before it confuses me any more while messing with it.

  • 100% positive that my controller is fine. I use this controller for stuff all the time and it isn't even that old. It still only randomly stops working (meaning the Dpad and Left Stick since those are both tied to left/right/up/down) when I have the stuff for one of my enemy types present and actually attacking them (all but the Spawn sprite were sitting offscreen and being destroyed at start before this) but it doesn't seem tied to them since it doesn't occur during anything specific. I've gone through all the events and there's nothing tied to using the controller for movement.

    Note: I remembered it breaks jumping too. Hmm, that is all platform related stuff.

    Edit: It will even cut out in the middle of a jump and it is ONLY when the controller is using controls for the Platform Behavior (eg. Dpad Left is Move Left). It looks like there's a bug with the plugin, but why I am only seeing it when a certain enemy type is spawned (or has been spawned then killed or a few are still alive and just walk off the layout and fall into nothingness or whatever) makes no sense.

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  • Just to note, widescreen is only becoming used more all the time. It is not some 0.01% minority. Also, just because someone doesn't have 16:9 widescreen (like on 15.6" screens) doesn't mean they don't have something wider than 4:3 (or even less wide for that matter, although that would be rarer). How are you defining widescreen? It also depends a lot on audience. I think you'd be surprised how many people use something other than 4:3...

  • Also, you can add and write private variables for SpriteButton, but they cannot be retrieved as expressions... which defeats half the purpose (you can compare them directly using the 'compare value' condition, but cannot involve them in a string operation)

    I wish it was able to use Private Values. That would make my Menu events much simpler...

  • I added the Xbox 360 Controller Object to my game and it was working really well for my platformer game. Then I started placing a bunch of a second type of enemy (which I had already used quite a while ago without this problem) into the layout. I suddenly started to get unresponsiveness issues with the Xbox Controller for moving left/right and stuff. I'm using platform behavior by the way. The keyboard works perfectly for it (both can be used at the same time) but the Controller seems to lock up randomly. The face buttons still work though. At first I thought it was tied to the objects placed in the layout. It was freezing as soon as the layout started at first. I messed with the enemy spawn objects and their boundary boxes (to keep enemies moving around set areas) and it suddenly started to work...or so I thought until it would still randomly do that. I can't see any events that effect movement as the keyboard still works and the movement for the controller is handled by the plugin. There's no consistency to the bug either.

  • I would use this feature all the time.

  • Pie-shaped detector sprite with containers?