SkorpioN's Forum Posts

  • Hi ,

    I'm back after a long time . Sorta 'left' at version 99.09 The gpu cache thing pissed me off actually

    But I still love construct , there won't be another quite like it any time soon

    ( except if MS/adobe buy it ! )

    So has the thing learnt to play nice with gpu ram ? As in refreshing the vram every 16 mbs or so ?

    That's the only thing ever could hold it back.

  • I think this can be implemented , when the wiki is complete .

  • I would like simple explanation in the upper tab in for the event wizard , for everything selectable.

    Won't it be simple to integrate ? All text could be taken from the wiki definitions or so.

  • I would like simple explanation in the upper tab in for the event wizard , for everything selectable.

    Won't it be simple to integrate ? All text could be taken from the wiki definitions or so.

  • That's just what I'm doing for now. I cut the "tween" frames of my action moves, merged subsequent frames , to make a rapid trail like effect, and all . In actionscript , this is easy. I'm now moving to color grading for the anime cutscenes.

    Maybe there are some low-level commands in python for Directx to utilize vram in a different way ?

  • Device name: NVIDIA GeForce 9600 GT

    Pixel shader: 3

    Estimated VRAM: 741 MB

    Motion blur: Yes

  • So when is 99.9 coming ? I've put my game on hold for to wait for the proposed vram unload options.

    Also , how is construct going to do that ?

  • Samurai Shodown , that's Haomaru.

  • Graphic display of bloodshed and fatalities, side scrollling action rpg.

    I was doing it in Flash alone. But making a construct version concurrently now. This is really exciting.

    <img src="http://img244.imageshack.us/img244/8039/41571051.jpg">

    By dokterr at 2009-02-28

  • willhost is not loading on my browser , It seems my ip range is banned .

    I'll upload the optim version soon

  • thanks .. am optimizing my sprites now.

  • My sprite has 6 animations with a total of 76*2 frames. So that's a total of 152 different images.

    Now , does construct load them all into memory at runtime ? If so , can we load them on call only ?

    I only ask because adding any new moves to the character results in the temp.exe crashing. Even if I delete the last animation I made , the temp crashes and I need to quit construct, load up a backup and start again ...

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  • I can't understand the Time Delta thing. I have multiple framed sprites , with 7 to 10 moves each. These are of varying speeds. Can I set them all to one speed and control the char's speed with just time delta ?

  • Awright... by the time I reach the stage for detecting collisions though , I guess Construct will have that feature. But it'll work for now. All I have to do is set animations to the "dummy" alongwith the character.