Ashley's Recent Forum Activity

  • This thread is very old and the OP's host is probably now offline.

  • Construct has to re-load all textures in the .cap if you preview your game in fullscreen because DirectX evicts all the IDE's textures when anything goes fullscreen. So if you have a large game, it'll be re-loading the layout editors that are currently open - you might have to be patient, and it should show a progress bar.

  • If the game resolution is lower than that of your monitor's normal resolution, Construct will lock up after closing the game.

    Really? This works fine for me. Is there something on the tracker about this?

  • Oops! I actually coded expressions to get a channel's volume, pan and frequency ratio, but didn't add them to the expressions list for some reason! They're added in the next build (or if it's really urgent I can send you the new version).

    As for the fade-in - why not just replay the sound again as looping then fade it in from 0?

  • Sorry. It seems all three of us developers have been very busy for the past month or two. I'm not sure when we'll see the next update, it doesn't look likely that our situation will change any time soon. I, however, will try and make some more time for bug fixes, and the best I can say is perhaps there'll be a new minor build out during November. I can't speak for the other guys, we're pretty loosely organised and the project generally works by people doing individually what they can when they can, so I'll let them pitch in for themselves with their status.

  • Why allocate a new Perlin then delete it in one function? It's slower, and you risk leaking memory if Get() threw an exception, you may as well just have it as a local.

    To debug a plugin, make sure you've built a debug runtime version of your plugin and that it's in the IDE's runtime plugins folder. Then, locate the Temp.exe that the IDE creates for previews, which should be somewhere under your Users Appdata folder (eg. C:\Users\<username>\AppData\Local\Scirra or something like that - AppData is a hidden folder so you need to make sure Windows doesn't hide hidden folders). In Visual Studio's project settings, set the debugger target to be that Temp.exe file, then click Start Debug. It should launch Temp.exe and start debugging your plugin.

    Note Temp.exe is replaced every time you preview, so make sure if you change the .cap you hit preview, close it, then start the debug. Also, if you change your code you need to rebuild your plugin and put it back in the plugins directory, otherwise you'll get a "symbols don't match" error.

  • Sounds like fun

  • Did you run the full installer, including the "optional" DirectX updates? (which are badly named because Construct actually requires them)

  • Fixed! Took a couple of hours to work it out, but it was a good catch - thanks for finding it. There was a fairly subtle multithreading issue which was a bit of a headache, but it affected all loaded sounds of any format, so pretty important to fix!

    Attached is the runtime version of XAudio2.csx. Paste it over your Plugins\Runtime copy and it should be fixed. (the edittime plugin has not changed)

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  • I'm afraid I can't find the files you say you emailed me in the bug report (this is why I ask all possible files are attached or uploaded to permanent storage). Not sure why I can't find them - might've been junked or auto deleted or something

    If you re-send them or (preferably) upload/attach them then I can have a look at a quick update.

  • Do you mean bug 2863906? I'll see if I can get a hotfix for it at least.

  • I have an 8800GT too. I guess I'll switch back to ATI when I get my next computer, my 8800 tends to overheat, forcing a reboot.

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Ashley

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