Ashley's Recent Forum Activity

  • Else does not remember picked objects properly, and due to the architecture of the event engine, it probably can't be fixed until Construct 2. To be honest, if you need Else to pick properly, don't use it (just invert conditions).

  • Yeah, I guess "stable" is a bit of a misnomer, it really means "not as unstable".

  • It's alright, I don't mind answering questions!

  • What's your video hardware? Is your graphics card very old?

  • If I remember correctly, you need to set info.collMode to COLLISIONMODE_FINE to enable per pixel collisions, then info.imgHandle will be used as the collision mask. Don't forget the bounding box has to be correct for that.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You do realise that all textures have a collision mask already created by Construct automatically? You only need that function when you're creating a render target and rendering custom shapes on to that, in which case the collision mask will have changed. But I would strongly advise against using render targets to render something as simple as a button.

  • I think that function was custom coded for the Canvas object. What are you trying to do with it? Can you paste some code snippets too?

  • Moved to help & tech support.

  • It's hard to say unless you find something you can turn on/off which affects it. It could be a single action in your events which takes half a second to complete, and therefore briefly halves the framerate because of the way it averages out the framerate over one second. Or, it could be something Windows does in the background and briefly prioritises another process. The best thing to do is either re-make it from scratch - or delete things back to an empty .cap - and watch when the problem changes.

  • Strictly speaking you need to purchase the Prof-UIS interface library to compile the IDE. However, if it's the runtime crashing, you don't need Prof-UIS (nor ProfUIS284ym.lib) to compile the runtime, but you will need the DirectX 9 SDK. Debugging the IDE won't actually help if the runtime is crashing.

    Which module is the crash in? If it's a .csx that should tell you which plugin the crash is caused by. You could also try running the .cap via 'Debug application' in Construct, and see if it can tell you any more about the crash.

  • Could you post this to the bug tracker? Crashes mean bugs.

  • Wow, unexpected surge of opinion! The thing is, it's not quite so simple as you might think, especially when it comes to circles.

    - you can update the shape in real time, while a static texture remains the same.

    Isn't this what mesh distortion does?

    [quote:3fa4nrb2]- collision checking is easy between geometric primitives, because you can simply solve rather than check for each pixel

    Actually, the opposite is true. Most of Construct's collision engine uses per-pixel collisions, and that makes detecting collisions between geometric primitives and per-pixel sprites extremely difficult. I don't really want to add new features unless they integrate with all other features, especially something as intuitive as collision checking (where if any combination simply didn't work the forums would be full of people asking "why doesn't my 'on collision' event work here?")

    [quote:3fa4nrb2]- I mentioned transparent pixels... well, static textures, when zoomed in, have these all over the place. There would be no such "dirt" with polygons.

    I don't see the point here. I think it is quite simple to ensure you have a clean polygon sprite on a texture.

    [quote:3fa4nrb2]- low memory footprint. A huge circle (to preserve crispiness) can easily take a good chunk off memory, while a primitive circle would take substantially less (if we draw directly to the visible screen, skipping offscreen). Static texture still retains the same space, even if it is not drawn offscreen.

    You might save one texture, yes. But the rendering of a circle is much slower. The way it'd have to be done in Construct is basically create a circle out of straight lines, which means hundreds of vertices arranged in a ring. (As I said before, DirectX can't natively draw circles, only triangles) And four vertices is equivalent to pushing a sprite to the graphics card, so you could end up with a single circle using the rendering power of a hundred sprites.

    You could use a shader, but why require special pixel shader hardware for something as simple as a geometric primitive?

    Given all this, I'm afraid I don't see much case for a series of geometric primitive plugins. A third-party dev could try making some, but it would still suffer the same pitfalls - probably no collisions with ordinary sprites and slow rendering of circles. Really - is there something that bad about using sprites with textures?

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,446,258 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x109
    Coach One of your tutorials has over 1,000 readers
  • x63
    Educator One of your tutorials has over 10,000 readers
  • x3
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x36
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs