ranma's Forum Posts

  • Already posted it in the tracker but I would like to ask you for a quick hotfix for this bug. In layer properties there is no "Zoom Y Rate" property, instead there are two "Zoom Y" properties, and changing the second one (which should be "Zoom Y Rate") changes the original "Zoom Y" property. Now I can't work on any projects with the Zoom Y Rate different than 100% in any layer

  • also it would be great if all those app objects (edit box, button, list, etc.) would work in the full screen directx game. ie. I want to give the player a possibility to enter his/her name in the fullscreen dx runtime. i do it by placing an edit box. sadly the edit box does not appear in full screen (works when windowed though). also, all sprites appear below (in z-order) the app objects (ie. I have a cursor sprite and hidden mouse on start of layout - the cursor sprite hides behind the application object sadly).

  • and my two cents: i had an app which would download an array through the http object to a text object. the array was like:

    1,test,100,200;2,test2,200,200;3,test3,250,200;...........;4000,test4000,200,200[/code:3946rl99]
    and after setting the text to a http.response run a loop 4000 times, creating 4000 objects with private variables from the tokenized string (the "1","test","100" and "200" these private variables). This loop lasted about 10 seconds, hanging the game and this was not the http's fault. I'm pretty sure it was the loop's speed.
  • also editing a clone of a sprite changes the original sprite also. i believe this has something to do with a "invalid texture was referenced" bug because yesterday some time after doing the above construct crashed giving me this error. hope this helps!

  • 'Play' doesn't reset the position when done - you can either Set Position to 0 just before playing, or just load again on pressing space (if the cache is enabled, the second time you press space it just loads from memory so will be faster). I'll try and correct this for the next build. Also note there's an expression to get the last autoplayed channel, so you can change the pan/volume/etc of autoplayed sounds.

    supergreat! thanks a lot!

  • also, I don't know if it's only me, but I can't get Xaudio to play my channel to which I loaded a wav sample. Am I doing it right?

    start of frame: load sample "test.wav" to channel 1, loop: no

    on "space" pressed: play channel 1

    it plays only one time, second time I press space nothing happens

    autoplaying the same sample works great, but I can't set it's panning, frequency, etc.

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  • great work! can't wait till next build, till then:

    construct: install it, try it, love it.

    Found a bug:

    "Play current animation" appears to always play from frame one, even if you specify a different frame to start on with "Set animation frame."

    Could we get a hotfix, or should I post this as a bug report?

    yea, could we?

  • > thank you to update your program frequently !

    >

    Mom D:!? What are you doing here?

    Mouse PCTronix Optico Mini PS2 MOM900

    Precio $4.100

  • another grat update! I'm so glad i didn't have any problems with loading earlier developed game in this build

    I have one question though. I had a pretty big (in a sense of number of objects) layout. I wanted to get rid of it, I wasn't going to use it, so I deleted it. Later on I noticed that construct tells me, I can't give my object name of the sprite that was in the previously deleted layout. So it made me wonder, are those sprites saved somewhere in the cap despite I deleted the layout they were on? And no, I don't have them placed in any other layout. And YES! they show up in the event sheet editor as objects for actions and conditions. So the real question is are these objects going to be exported in the final exe despite the fact, that they are not used anywhere? and how can I delete them if I can at all?

  • how do you divide by zero?

  • i think there are two causes. first thing is that you do not have the exit level object. second thing is that you have only one layout. so. if you tell construct, that on player collision with nonexistent object it should go to the nonexistent layout, it simply crashes. i think the solution is simple: make a second layout, make an exit object and THEN add new condition about the player colliding with exit object and goink to the next layout.

    cheers.

  • right now the controls (ie. edit box, list box, combo..) are always in z-order front of every object in the game. it would be great if this could be changed (custom mouse cursor hiding behind a control is not to funny

    the second thing is, that controls don't show up at all in fullscreen mode

  • Logistically it shouldn't be difficult *at all* to add per-image/sprite configuration of image exporting (eg, this one should be png, this one jpeg).

    [...]However, given the way Construct works, it'd be difficult to implement different compression formats for specific images, I'm afraid.[...]

    Watch this space:

    _______________

    That's all.

    8-O WTF!??!?!!!!11one

  • ok, i just misunderstood you, sorry

  • Pointless? The point is you wouldn't need to use PNG. Could keep your BMP or whatever and still gain the filesize. (I don't need such a feature, I'm just pointing it out).

    I'm not saying that the png format should be replaced by jpegs, what would happen to pixel art. I'm just pointing out that pngs can weigh two - three times more than jpegs of reasonable quality.

    Also, when I say zip, I mean all formats. Rar, 7z, Ace, etc.

    have you tried it or you just write to write and to argue? as I said, png is already compressed. try to zip a zip and see how much will you gain.

    EDIT: I should also note I think PNG is obviously the best method, I just can see why someone might want an alternative.

    :sigh: how many times have I explained why and you still can't see the point? ok, so now at the time I'm writing this I have a 1024x768 game with a frame with a 1024x768 photo in background. It's 340kB in PNG format in runtime. The thing is, that the same photo in jpeg format is 87kB. Imagine someone doing Curse of Enchantia (could not think of any other adventure game) clone with beautiful backgrounds... jpeg can be almost not lossy compression and still weigh less than PNG. Thats my point and I beg you don't tell me that PNG is the best method. It's not. The best method is to have a choice