vbmdsm's Forum Posts

  • 6Fix, the Animation Angle was the culprit...thus creating a new 270 degree Animation Angle solved the issue...many thanks indeed.

  • Doesn't seem to make any difference once in Runtime state.

    I've attached a screenshot to help show what I'm talking about. http://img.villagephotos.com/p/2005-3/975381/TurretIssue.jpg

    Oh; and I got my degrees wrong, its 270 not 90, or -90

  • Update:

    I've sorted the Ship Sprite (8 Direction Behavior) by setting Rotation = None.

  • I've not searched the forums before posting this as I'm not sure what to put in a search, so apologies if this has been covered elsewhere.

    I've started a new project and inserted some sprites. The sprites display on the layer correctly, right orientation, but when movement is applied to them, one with a 8 Direction Behavior and the other with an Event to Angle toward the Mouse - both setup directly from the Ghost Shooter Tutorial, each moves to end up at 90 degrees wrong angle.

    Both images that were imported into the Sprites are PNGs.

    So for example, the Turrent points to 90 degrees when the mouse is located at 0 degrees in front of the Sprite.

    The Ship Sprite rotates 90 degrees before then moving according to the Arrow Key being pressed.

  • I decided to investigate and test things out before taking the step of reporting a bug, and I have found that today Text Antialiasing, on or off, makes no difference to running a preview/debug instance.

    Today removing 45 or so small, about 1.1K each, sprites off the layout makes the difference.

    I also note that Construct ties up an additional 200MB of RAM after each Preview/Debug instance, and explorer.exe is tying up 50% CPU after the first Preview/Debug instance. Shutting each of these processes, construct and explorer, is necessary to release the resources.

    I think my XP may be screwed and its time for a re-install...

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  • UPDATE - FIXED

    My project has ALOT of text fields, grid co-ordinates should the player want to see them, and changing the Applications' Text Rendering from Antialiased to Clear Type seems to have done the trick.

  • I've been playing around with my 1st project since doing the 2 recommended Tutorials and I've got into a situation where I can not Preview or run a compiled version of my project.

    The error message states that I do not have enough Video Memory for 6.05MB of Textures, 0.00 and Total of 6.05MB. Although I'm using a laptop, it has a Go7600 256MB dedicated GDDR3 memory, and the system has 2GB RAM.

    I am able to open any editor within the IDE and load multiple .cap files without issue.

    I'm running XP Pro SP2, Construct 0.98.9