Ashley's Recent Forum Activity

  • Yeah, just put a redirect in?

  • Arima is right, something like:

    + For each Sprite order by Sprite('var')

    -> Sprite: send to front

    Then you can use any value you like to arrange the layering, eg. .x + .y, size, speed, anything!

  • Application level programs (like Construct) cannot cause BSODs. Only lower-level things like drivers can cause that. So try updating your graphics card drivers.

  • You don't quite understand. Construct immediately converts any image you import to the image editor in to PNG format, using its own PNG encoder. If you import a PNG file it is decompressed then recompressed using Construct's PNG encoder. If you import a PNG file that has been run through PNGCrush it is decompressed and encoded as a (probably larger) PNG file. If you import a DDS file, it is decompressed and converted to PNG etc. etc. etc. By the time you click run, everything has been converted to a PNG file and the runtime decompresses that on startup, so currently, the image format you use makes no difference at all to VRAM usage or how fast it runs, except that if you use a lossy format like DDS, you lose image quality - no gains, only loss.

    When we come to make Construct 2, though, we will use external project images and the format won't be changed. So you can use DDS, jpeg, whatever is supported. That's a long way off though.

    Also, frankly I think the DDS compression looks crap! Why would anyone want that?

  • when changing sampling type from "linear" to "point" (app properties), does it somehow affect (speeds up) rendering?

    Sometimes, but I think modern graphics cards are so good at linear filtering there might not be a difference. You can always see for yourself comparing each mode with an unlimited framerate.

  • As with any other image format, Construct still converts imported DDS images to PNG, and fully decompresses them in VRAM. Also, I'm not convinced DDS stays compressed in video memory because I thought it's impossible to read from compressed formats efficiently on the GPU - is there documentation somewhere which says it really does do that? However, it might be able to upload to the video card in DDS format, which could slightly improve load times but have a larger filesize (but Construct doesn't support DDS yet anyway).

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  • You could disable all behavior when pausing, then enable them after. Disabling stops them moving the object.

  • It's relatively easy if you code your own custom movements and animations and avoid the built in behaviors. You just need to multiply timedelta by your own value as somebody else described. It'd be difficult to make objects timescale independently - it would have to be coded individually per behavior, and what would happen to custom movements based off timedelta as well? How would you control their individual timescale? Which scale should the every event use? The simplest way is just to make your own system. It's not that hard

  • I think this has been fixed in 0.99.x, there's been a few changelog items about it. You should always test bugs in the very latest builds, even if you don't use them for your particular game, so you don't report bugs which are already fixed.

  • I'm not sure if the bumpmapping algorithm supports multiple lights, I'd have to research it some more. I think it can wait though, there are more important things to do before 1.0.

  • You could just use your own sprite for the light object and layer it how you want.

  • If it's the same object type, it won't use any more memory. Object images are global to the application per object type, no matter how many of them there are and which layouts they're in.

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Ashley

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