tulamide's Forum Posts

  • If you can find a better solution to the problem of scaling, I'd say go for it; this method works, but only for static frames and it can be temperamental for reasons I can't fathom.

    I just found this thread, so this might come too late.

    I made a very similar approach, but with another "anchor".

    Please ignore the german comments, I made them for my own use.

    My idea behind it is to start with a virtual screen, independant from the window or the layout size. In this case that virtual screen was determined to have a size of 1920x1080. The layout may have any size (although it doesn't make much sense to have it being smaller than the virtual screen), e.g. 4000x4000. The window may also have any size, in this event sheet it is 1024x768. The black bars are on an inherited layer with 0% scroll and zoom ratio. All calculations refer to the virtual screen size (width=1920, height=1080) and the display width and height. I then switch to fullscreen in another event sheet.

    The example above works with scrolling and I couldn't find any issues yet. But I could only test it on my own pc/monitor, so maybe there are issues.

    EDIT: Forgot the important information that the calculations assume an aspect ratio where the width value is higher than the height value. 16:9, 16:10, 4:3 etc works, but for aspect ratios like 4:5, 1:2 etc you need to adapt the calculations to be based on the height instead of the width.

  • First have a look at this concept on the wiki.

    Now you need another information: You can enable/disable any effect through events.

    You have two possible ways:

    1) Make an options menu where the player may choose different quality settings for the game. When the game runs too slow, the player lowers the quality and the game runs better afterwards. Behind the scenes you apply a low and a high quality effect just as described in the wiki, but instead of automatically switching according to the shader version, you enable and disable the effects according to the quality setting.

    2) Constantly check the frame rate. As soon as it falls below a certain threshold, you disable all the high quality effects and enable the low quality ones. As soon as the frame rate is high enough again, you reverse it, disabling the low quality effects and enabling the high quality ones.

    But always remember: pixel shader effects are realtime computing algorithms. They compute every pixel of the object or layer they are applied to on every frame. Don't use pixel shader massively, use them rarely and just to stress a certain aspect of your game. That is much more impressive and also the way even the newest hi-end games do it.

  • Basically it can be done, yes. But the included physics behavior does not take into account the angle of a layout or layer, and I think (but I'm not sure) it's the same with the platform behavior. You would need to create your own movement (e.g. with custom movement), but then it would be no problem.

  • For more on time delta you might also want to have a look at Verve!, I made it completely time based with comments to every event.

  • Wouldn't it be much easier to change the volume of the flash movie?

    Anyway, if you have a open sound compatible device, then the ossaudiodev module could be of help

    http://www.python.org/doc//current/library/ossaudiodev.html#mixer-device-objects

    Or you could try to find a wrapper to the windows mixer api, or do one on your own

    http://www.codeproject.com/KB/audio-video/WindowsMixerLib.aspx

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  • There are a lot of modules you need to tick when exporting, because they build the basic functionality of Python. The easiest two ways are:

    1) Just tick every pyc or pyo, this will work although there is a small overhead of never needed modules embedded in the exe

    2) Trial&error, in your example error message, it wants warnings.pyc, so tick it export again and see the next error message to find the next module to embed, and so on, until there is no error message anymore.

    Most basic modules almost always needed are

    __future__

    abc

    collections

    functools

    genericpath

    locale

    ntpath

    os

    stringIO

    traceback

    types

    warnings

    But this is not a complete list. Many modules depend on each other, so when using one module you might need to include a handful of other modules as well.

  • The parameters of an effect are one-way only. You can set them, but you can't get them. So the answer to question 2a is: No.

    But I don't know the syntax of accessing an effect in Python, and there should be one, because you can set a parameter.

    You need to keep track of the parameter's current value by copying the value you set to a pv or global.

    Unless someone else shows a way, that is

  • Is there a source code available?

    page 1, post 9 "fluid.rar"

  • "The effect file 'Blob_test.fx' is required to open this file. Please locate it and put it in your effects directory under your Construct installation."

    I have the latest version of Construct.

    Just download "fluid.rar" from my third post in this thread. It contains the effect blob_test.fx

    Copy it to Construct's effect folder.

  • I have an issue with sprites that move in any direction. For example, say I have a sprite of a sequence of animations of a guy running in-place; in that situation the sprite doesn't blur.

    But when I make that same sprite move across the screen in any direction, it seems to have a slightly blurry look as it moves.

    Do you think this is a similar issue to what kirby posted?

    Don't cut my head off, but I think I should bring this to attention: A TFT LCD with more than 5ms may also give this impression of a blurriness while in motion. But well, then you would have noticed this already in games you play.

  • I have a small question about MyGUI integration.

    There is 2 manners to integrate it:

    - directly in csx file with the sources (as now)

    - using an external dll, which implies that games using CGUI must include MyGUI.dll.

    What do you prefer?

    So it's having a bigger .exe against taking care of distributing externals with the game? I'd prefer a bigger .exe, there's already python and lucid's liquids. The less extrenal dependencies the better, from my point of view.

  • I really hope you can get this to work reliably. It would be such a useful and time-saving extension to Construct.

  • I don't even have a password...

    What is more secure than having bots testing strings against nil?

  • I'm having a hard time with collision masks. I can't tell why, but when editing the mask I often end up with having no mask at all, if I try to copy one to all frames. I needed to edit the collision mask, because there are areas that shouldn't collide (e.g. long hair). I finally went back to the old method^^

  • [quote:11c71dkz]Does a construct array have any of those restrictions?

    That I don't know, but you can always use int(), or str() applied to what you retrieve from your array to be sure.

    Other than that, I don't know what to tell you... frame rate issue?

    You may store text and numbers mixed in an array. Every array "cell" keeps the information if the data is a number or a text ([Array: Set index 1 to 20] stores the number 20, [Array: Set index 2 to "20"] stores the text "20")

    EDIT: When running without debugger the result of 2 * Array(2) is 2 instead of 40, because multiplying the text is an error and therefore the text is treated as nothing.