Ashley's Recent Forum Activity

  • Yeah, you can do that or put all objects with the same texture on their own layer, so even accidental send to front/send to back won't change the layer, and still allows the GPU to keep the same texture loaded.

    However, that's probably of the more subtle areas you could optimize. The canvas thing is much more important (don't make them bigger than the screen if you can). I wouldn't bother building your game from the ground up with the Z ordering thing in mind. It won't make any noticable difference unless you're using hundreds, or thousands, of on-screen objects which are intermingled with other objects in the Z order, which is a fairly rare situation.

    You're much better off optimising the use of pixel shaders, or not bothering at all, until your framerates prove you actually need to start speeding things up (what's the point if it runs fine anyway?).

  • Deadeye, maybe rebuild it in the next build, 0.98.4. By then there will have been several XAudio2 fixes.

  • If I start distributing a copy of the installer without DirectX, I can imagine inevitably some Windows users downloading it and complaining that it doesn't work.

    I think you should take this to WINE, it's a bug in their program.

  • But it won't work without it, you need an up-to-date DirectX installation. Perhaps report it as a WINE bug, it's necessary and if WINE isn't up to the job, it shouldn't be down to us to fix it.

  • You can't, right now the shadowcaster only casts shadows around the bounding box. Sorry, there's no custom shape support yet. You can always use lots of invisible shadowcasters to approximate a different shape.

  • you can write your own plugins using C++, but not sure if I can use the SDK with MinGW / GCC

    You can't use the SDK with GCC or MinGW - I don't think they use the same member-function-pointer binary format (which is how the runtime knows what function to call for actions, conditions and expressions), so it just wouldn't work. Sadly C++ makes no specification about the binary format of these things hence we're stuck.

  • I'm not particularly bothered about porting to other platforms. C++ projects can, of course, be ported, but it's a do-it-yourself affair. We all only do this in our spare time and porting would be asking us to double the time we put in for maybe another 5 to 10% of users. Ask again when Windows market share falls considerably. Alternatively, you could try and find a developer willing to do the porting work.

  • OK, you're on!

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  • Works fine here if I replace the 2 with "lyoStart"...

  • Try Google. They seem to have a good index of the forum.

  • You're not on the wiki user list. Did you do this?:

    [quote:ebdsvme2]Rich edit: Note that you'll have to log into the Construct wiki so it recognises you, before we can add you as an editor.

  • We could do, but it only has advantages for copying/pasting objects between applications. I'm not too keen on the idea myself - you can use different event sheets and use event sheet includes to organise your code with modularity - and if objects have events, they just get "hidden" away in a difficult-to-reach and easy-to-forget-about place (imagine having events in an object in the bottom right of a very large layout, or on a locked or hidden layer). Also, it would be implemented simply as pasting all object's event sheets to the end of the main event sheet when the application starts up - so object event sheets wouldn't have any special abilities different to ordinary events.

    Is that all you wanted? A quick and easy way to paste objects between applications and have their events go with them?

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Ashley

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