Ashley's Recent Forum Activity

  • Have you thought about using a circle texture for the particle effects so they're not all squares? Or did you deliberately want that style?

  • If you find bugs, please report them on the tracker.

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  • Quicksave should work fine for moving between layouts. That's what it's intended for: you should be able to entirely save and load the state of a game as long as it's the same EXE. Please, report bugs formally through the tracker with .caps etc. if you find a problem with anything. It won't be fixed if you just mention it in passing on the forum.

    I don't see any particular problem with episodic games. You just need to invent a file format and a way of saving and loading between EXEs.

  • Running effects in software doesn't really work particularly well with DirectX: you start to have to move graphics data between the GPU and CPU every frame, which is very slow.

  • Just use some kind of condition to pick one. You could have a private value set to "left" and "right" for each one, then have:

    + Shift pressed

    + Flipper value 'type' = "left"

    : Do something with flipper

    That'll only affect the one.

  • I'm sure modern GPUs are powerful enough to run these filters dynamically, if they are written in a shader. Construct only supports shader model 2 at the moment though, and DirectX 9 only supports up to PS 3. I wonder if anyone's managed to put these filters in a shader yet, and if so, what shader model is necessary.

  • Sounds like a bug, could you report it with the .cap file which won't run?

  • You can't - Sprite uses the DirectX renderer, which the Application runtime deliberately excludes.

    You can still make your application in the DirectX renderer if you need graphics rendering, but note it will need the relevant DirectX update installed.

  • This is called object pairing. I think you'll find it useful!

    When you run an action, it repeats the action once for each instance. For example:

    + Every 1000 ms

    -> Sprite: spawn bullet

    This will repeat the 'spawn' action once for each Sprite instance that exists, so if you have 5 sprites, 5 bullets spawn. (If the conditions involved 'Sprite' at all, then the action only applies to those which met the event, but when they aren't in the event, the action applies to all of them)

    Similarly, when you say 'Set X', it repeats it for each instance. However, the value of 'GoodBullet.X' is not constant for the repetitions of the 'Set X' action. As it switches between instances of 'BulletParticle' running 'Set X', it also switches between instances of 'GoodBullet', kind of rotating round all the objects pairing them up. This means objects naturally just pair up together, which, more often than not, is useful.

    By the way, you might benefit from putting 'GoodBullet' and 'BulletParticle' in a container.

    Hope that helps

  • There's always QueryPerformanceCounter, which is accurate to microseconds, and available to any C++ program. Construct uses it.

  • Construct already uses 64-bit floats in the event engine. Positions, angles etc. are stored as 32 bit floats since that's generally all that's necessary for sufficient precision, and I think the Physics engine uses 32 bit floats as well, for efficiency.

    • Post link icon

    Bug reports from anonymous users are now no longer allowed. You must register a SourceForge account and submit your bug report from there.

    We receive a lot of anonymous submissions and sadly, a lot of them cannot be reproduced by a developer, or contain incomplete or ambiguous descriptions. In these cases, we need to contact the submitter in order to solve the problem. When the submitter is anonymous, it's impossible to contact them unless they come back and check the report, and in nearly all the cases I have seen, the anonymous submitter never returned to the bug report.

    We'd rather these problems were fixed than left closed due to being incomplete, therefore, you must now submit from a registered SourceForge account.

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Ashley

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