Rich's Forum Posts

  • This sounds like a bug, can you reproduce it again?

  • Just a note, if you destroy an object, anything to do with it - behaviors or things you added to it, like hinges) should be removed automatically. It shouldn't be possible to cause a memory leak, without doing something like adding to a hash table/creating loads of objects (and not destroying them). If you come across a leak, make sure you report it.

  • You should report every crash you get, they're always bugs.

  • 			color = GetPixelColor(x,y);
    
    				n= (long)((rand()/(float)RAND_MAX - 0.5) * level);
    				color.rgbRed = (BYTE)max(0,min(255,(int)(color.rgbRed + n)));
    
    				n= (long)((rand()/(float)RAND_MAX - 0.5) * level);
    				color.rgbGreen = (BYTE)max(0,min(255,(int)(color.rgbGreen + n)));
    
    				n= (long)((rand()/(float)RAND_MAX - 0.5) * level);
    				color.rgbBlue = (BYTE)max(0,min(255,(int)(color.rgbBlue + n)));
    
    				SetPixelColor(x,y,color);
    [/code:331kxyxb]
    
    That's the code to add noise (note that I used an external library written by an image expert, I didn't do it myself).  If you have an algorithm for the above noise I could probably add it.
  • I agree, it's best to separate physics movement from any other behavior or movement system for now, as other behaviors and movement eventing don't work well with it.

  • A lot of undo crashes and problems have been fixed in recent builds. There's not much left to do with it (though some actions do remain un-undoable!).

  • It's impossible to say without looking at the .cap to see what you're doing.

  • Only use pathfinding actions once, or whenever it's necessary. Using them every tick will cause lag.

  • I've been struggling to zoom lately on my laptop, good idea .

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  • He said 'runtime zooming' .

  • Why do you have to clone them? Adding physics behavior and ticking immovable takes all of 5 seconds.

  • I'd guess so, yes. You are signed up, right?

  • ACES are only loaded when the program starts up.

    I don't understand your first question.

    It's the 'EditAnimation' function.

  • You're free to attempt such a behavior using the SDK yourself (we can provide both behaviors if you wish) or to get it developed by a third party; it's a big enough job that I doubt we'd do it any time soon.

  • Use the set display zoom action or set layer zoom actions. You can base the zooming in/out on your character's movement speed using a simple formula, using time conditions or timers to do it incrementally.