Ashley's Recent Forum Activity

  • Are you using the Compare Values system condition? It doesn't do ordinary object picking. It should work fine if you use the conditions within the sprite object itself to compare. Alternatively you could put a "For Each Enemy" condition above the comparison.

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  • Yeah, it needs to be changed and it will. It makes the requirements higher than they need to be, because all your menu textures will be in VRAM while you're in the main game, etc. However, it does almost completely eliminate loading times. Scaling never affects it because only the source original texture is stored in VRAM.

    A 30 frame animation of 256x256 frames is still going to use about 8 mb VRAM, so after a handful of objects you could be knocking out all cards with less than 128mb VRAM from playing your game. Even if Construct was clever enough to load animation frames only when they're displayed, it would perform very poorly, because transferring textures from the CPU to GPU is slow, and they're stored as PNG files which need to be decompressed first. To be honest, you're going to have difficulties designing your game like this. Try scaling everything down to 128x128 or smaller.

  • The Event wizard does not allow for a way to access this variable, either to compare it for conditions, or to set it.

    That means it can't yet be set at runtime. An option for that can be added.

  • What current problem with hitboxes would this solve?

    It's generally expensive to try and retrieve the colour of a pixel somewhere on a texture and send it back to the CPU, so I think another solution would be best.

  • Umm... did you try this? It's already built in, and documented here. It's a little buggy, but I think it works with brackets round each operand, ie. (a = b) ? (c) : (d)

  • Well, if you're using something like 640x480 on a widescreen monitor, it's either got to stretch it or add bands to the sides. You could detect the user's desktop aspect ratio on startup using the System Information object, and use the Change Display Resolution action to go to the best resolution in that aspect ratio. Then you can go fullscreen and it keeps the user's aspect ratio. However, the runtime will stretch the display to fill the extra room unless you set the resize mode in application properties to "show more content".

  • Well before you go ahead do some calculations and figure out if when the game is done, will one layout's complete textures even fit in system memory? Will the system requirements be too high to be useful to anyone?

    You should come up with satisfactory answers to these questions before you make your game. There's no point launching in to creating a game which is impossible to run.

  • It will still take up VRAM.

    [quote:2x55o1z8]Currently Construct loads all textures from all objects in to VRAM on startup. This should be improved to be configurable layout-by-layout in future, but that still won't help.

  • If something is locked you can't select it, so what use is an "unlock selected" option?

  • Woah. That's big. I had a look at the .cap you sent David. You just can't get away with that many graphics in an application. Remember if either dimension of the image is over 256, it'll get put on a 512x512 sized texture by the graphics card, and after a quick look, I think every animation frame is going to be put on a texture that big. After a few calculations, you're basically going to try and allocate about 800mb of textures. Some people still have 64mb graphics cards, and not everyone even has that much system memory. You need to entirely rethink how you do your game and probably cut down the animation frames by at least a factor of ten.

    I think one graphics card, the nVidia GTX 295, has a slim chance of fitting all that in VRAM (and this is just the beginning of your game I assume). It costs �400. You're going to have a tiny target audience if you carry on this way

    Using separate objects won't help. Currently Construct loads all textures from all objects in to VRAM on startup. This should be improved to be configurable layout-by-layout in future, but that still won't help.

  • The main documentation is on the wiki.

  • Try out the Timeline objects, and try adding the Fade behavior to a Sprite.

    BTW, it's spelt "entertainment", just a heads-up for your all-important title screen

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Ashley

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