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  • And that one runs about 3000fps on my 8800GT, heh

    You get a 'softer' effect if you use layer zooms only 1% apart instead of 2% too.

  • It's supposed to work like that, so you can for-each over a selection of objects, eg:

    + Sprite X is less than 500

    + For each Sprite

    will only for-each the sprites left of X=500. 'Create object' sets the SOL to just the created object, so for-each following a 'create' will only run once, for that instance.

    In your example, the for each is completely redundant, because both actions operate on all picked instances anyway. You could replace it with an 'always' subevent to get around the create object picking.

  • Looks cool, but graphics always look better scaled down small! You can't see how much detail they're skipping...

  • Nice, can still get ~250fps out on my 8800GT. You might be able to hack in opacity without a shader by importing semitransparent PNGs to the picture editor for the cube textures.

  • Email Toshiba tech support and ask where you can get the latest drivers for your graphics chipset (provide them with all the hardware info you've got, including the laptop model, and all the info you've posted here). If they can't give you an up to date driver, I wouldn't buy from Toshiba again. It sounds like your driver is crashing, and if they can't provide an up-to-date and DirectX 9 compatible driver, they really ***** because that means you're stuck and can't use Construct, and that would be Toshiba's fault.

  • No, reflecting isn't supported yet. Also, if you use a blank texture in the Light object, the shadows still draw - and you can use a cone-shaped Sprite for a cone shaped light.

  • Use tiled backgrounds with a power-of-two square texture wherever possible, which sounds like it'll work well, since you're using 64x64 tiles (which is a power-of-two). Graphics cards can draw tiled power-of-two images in one go, which is really fast, whereas if the texture is not power-of-two, the tiled background draws it the same way it would a series of sprites lined up.

    Avoid large canvases. As Deadeye said, they will always create a texture the size of the object, which uses a lot of VRAM. As a rule of thumb, don't create a canvas bigger than the application window.

  • I thought you might be able to do this by adding something like, car.x > layout width, then set car.x to 0

    You should use unbounded scrolling, but you should still have some kind of wrapping system like this: the further you get away from the 0,0 origin, the less accurate the floating point values that hold the coordinates become. Still, you can be fairly generous and have say 10-50k pixels before you wrap. You'll need it to be a multiple of the width of any tiled background images you use for it to be seamless.

    Setting the X to 0 is going to stutter, because it makes no provision for how much further beyond the layout width you've gone (it still goes to X=0 even if you've gone 1 or 100 pixels over the edge). To fix this, subtract the layout width from the X co-ordinate instead, eg. Car.X > LayoutWidth, set Car X to .X - LayoutWidth.

  • I thought I fixed this. Can you upload a .cap demonstrating the problem?

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  • As mentioned in the other thread, there's no good efficient way that I know of for drawing bezier curves with high performance in DirectX. The current best way to deal with different collision masks is to use separate invisible sprites for the colliding.

  • They're conditions in the System object.

  • You might be able to find newer drivers here:

    http://downloadcenter.intel.com/Product ... 2&lang=eng

    That's for the chipset you're using, but the last update was in 2006. Still, that's better than five years old.

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Ashley

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