Ashley's Recent Forum Activity

  • Don't bother with fast triggers, they were written to support an algorithmically efficient version of the 'on loop' conditions which didn't slow down when other unrelated 'on loop' conditions are present. To achieve this they cut a lot of corners ranging from not performing object picking to ignoring the first parameter... essentially, they're not useful for plugins.

    To trigger a condition pass the index of the condition. ADDCND() in the ACE table adds the condition to a list, so it's the zero-based condition you have in your ACE table.

    Triggering a condition does what you said pretty much, it executes all events with the trigger condition in top-to-bottom order in the event sheet immediately testing all conditions and running all actions and subevents, all done immediately within the function. As you'd expect if the trigger routine (cMyCondition) returns false, that trigger does not run. Note in your example not all control paths return a value, so you probably want a 'else return false' in there!

    If you trigger an event from within an action, condition or expression, call pRuntime->NewSOL() before it and pRuntime->RestoreSOL() after it. Otherwise, conditions and picking in the trigger event will affect picking in the event that caused the trigger.

  • You can't do that with global variables - you can only retrieve a pre-determined global variable. You could also try an INI - you can conveniently edit the file in an external editor like Notepad, and have the game read lines from that.

  • Yeah, just use an expression with the set filter action.

  • I disagree, I think motion blur is an important addition if the graphics hardware can afford it. Games tend to run with no motion blur at all, effectively being a series of very fast slides, and luckily your brain is clever enough to see motion from this unnatural sequence of images. Add motion blur (which happens with real film), and a still image also contains information about motion, and the brain can extract more information about what is happening on-screen. Try playing a game at 20fps with motion blur off then on to make the difference obvious. When it's on, the low framerate is much more tolerable, because instead of seeing a still image for 50ms, you're looking at an image with motion information.

    In fact, motion blur is a form of antialiasing, but through time rather than through space. Therefore anything to make it more usable is a good idea.

  • Did you enable '3D layering' for the layer the box is on? From 0.99, 3D features require 3D layering enabled.

  • Possibly, I didn't know about that algorithm when I originally did motion blur. It's a true temporal antialiasing system so even things moved by the mouse are motion blurred, which could be tricky with a velocity buffer system.

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  • Maybe some sound related events also involved allocation of VRAM, or a strange bug caused it. The best way to solve the issue is if you can reproduce it in a new .cap, or set up your current .cap to immediately reproduce the problem, then post that.

  • Hehe, that's kinda cool. But obviously it's possible to fake a 3D effect with a 2D engine, ultimately there aren't enough tools in Construct for a game with 3D gameplay (although 2D gameplay with 3D graphics is possible to some extent with Z elevation and 3D meshes).

  • A simpler solution that might work:

    + Mouse clicked

    + Asteroid is overlapping some object

    + Pick a random asteroid

    -> Destroy asteroid

    This way if you click and two asteroids are overlapping, it picks a random one and runs the actions on just that.

  • It's a good idea, but in the meantime you can fake a break by something like:

    + For each Sprite

    + Global 'break' = 0

    -> Actions

    -> To break: set 'break' to 1

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Ashley

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