Ashley's Recent Forum Activity

  • Hmm, it sounds like you're running out of VRAM, but 64mb graphics memory should be fine to run Construct. Can you not find any newer drivers? Intel generally do really crap drivers for their graphics controllers, and updating them can often fix problems. If your drivers are really five years old, that's not going to end well in DirectX 9 apps.

  • It is perfectly possible to do what you want to do - your .cap just has a rounding error. The 'start loop' action takes an integer for the number of times to run the loop, and your loop advances the box 1 pixel every loop.

    If the purple box is moving 1.4 pixels a tick, your loop will round that down to running only once (you can't have 0.4 of a loop!). So one box is moving at 1.4 pixels/sec, and the other at 1 pixel/sec. Obviously these speeds are different.

    You can do per-pixel collision tests with loops and timedelta'd movements, you just need to be careful not to cause rounding errors. The simplest way would be to calculate the final position - as a float, using .X + speed * timedelta - loop every pixel one at a time towards that position - and when the loop is done, set the position to the final, floating point saved coordinate.

  • TotalObjects? Use it in a Compare Values condition to test what the number is.

  • Seems to work OK here for me... I can double click the event sheets in the project bar and view them just fine.

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  • How do you mean? Isn't that what conditions do anyway? In what situation would it be useful?

  • ActiveX doesn't work on Firefox, Opera or Chrome. IE only.

  • I don't think its anything unusual. It's just that the floor acceleration is much lower than the deceleration.

    When you let go of all the controls, you decelerate to a stop (at the floor deceleration rate).

    When you press the opposite direction, you accelerate in the opposite direction (at the floor acceleration rate).

    So yes, if you set the acceleration much lower than the deceleration, you'll get this slightly weird behavior. It doesn't seem to be a problem with the whole movement - just this specific combination of settings. Perhaps it would be more realistic, if you are changing direction, to add the deceleration and acceleration rates together. Then when you start accelerating in the direction of the arrow key you are pressing, it carries on at just the acceleration rate.

  • Ah, you need to make the layout at least as big as the window. Make the layout 640x480 and it works fine. When you make the layout smaller than the window the runtime tries to do "put a border around the layout because it's smaller" but this doesn't factor in zooming... hmmm... basically, it's broken if the layout is smaller than the window. :-\</p>

  • I tried the Simple Platformer template, and it does have acceleration when you change direction. It doesn't change direction instantly like you describe. Maybe your Floor Acceleration/Deceleration values are wrong?

  • I just made an example, but realised there's a small change in the file format in 0.98.4, and it won't load in 0.98.3 if I upload it... beh. Still, unbounded scrolling with Start of Layout - set Zoom to 200, 200 was working just fine. I'll wait until you upload a .cap.

    What's inefficient and difficult about creating a large game with the workaround I suggested? You only need one setting and one action, and you never need to touch it ever again, for the rest of the game!

  • Temporary good news. Maybe someone will still try to delete it via the long-way-round articles proposed for deletion, but I'm hoping it will stay now

  • Caption, maximize and minimize button options are in the next build.

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Ashley

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