Ashley's Recent Forum Activity

  • Yes, put the .csx files in to the Plugins subdirectory and Plugins\Runtime subdirectory of Construct's install, as per the ZIP file.

  • As you might know, Directsound is deprecated due to poor Vista support, and XAudio2 is being developed to replace it in Construct.

    This is the first beta. Effects and positional sounds are missing, but should be added soon. XAudio2 works fairly similarly to Directsound, but was designed to be simpler and even easier to use. Here's a quick overview of its features:

    • Support for PCM/ADPCM/XWMA wave files, runtime-decompressed to keep a small memory footprint. Directsound previously only supported PCM WAVs. Encoders for ADPCM and xWMA to follow.
    • Support for OGG files. These aren't runtime decompressed though, so they use the same memory as equivalent WAVs.
    • 'Play music' actions support MP3 and WMA (anything windows media player can play). Same as Directsound had.
    • Better caching (cache entire directory on startup, free large items from cache automatically...) Previously, Directsound cached files the first time they were loaded, which sometimes caused pauses the first time a sound was played.
    • Volume metering (get level of output)
    • Few other extras like audio statistics and customisable number of channels. Minor changes like everything now measured in decibels, which is more sensible than the 0-100 scale Directsound used.

    I'd be interested mainly to see if this works on everyone's systems, especially Vista! I'm not sure what its dependencies are, so let me know if you can get anything to play or not. Before reporting a bug, try also running it as Debug. XAudio2 reports errors to the debugger.

    Also you could make a backup of any games using Directsound and replace all actions with XAudio2 equivalents and see if everything works like before. Note that in my own testing, I found XAudio2 and Directsound don't seem to work well together in the same application, and crashes Directsound. I've no idea why they won't play nice together, but bear this in mind if you're replacing Directsound with XAudio2 (you'll need to delete Directsound from the application when you're done). Yet another reason to throw out Directsound

    Anyway, let me know how things work out.

  • I really can't say. It sounds like something unique in your setup is preventing Construct from running, because it works for everyone else. All I can think of to do is try redownloading it (in case the file was corrupt), try other older builds (see if theyre the same), or to as a last resort download the source and run it through the debugger to see what really is happening. That's a lot to ask of a non-programmer though...

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  • It's correct it counts as two objects: one object is the object itself, and the behavior counts as another object (because the runtime actually instances an object for the behavior). I guess I could exclude behaviors from the count if you think that's useful?

  • I have no idea why this would happen. Has it always done it?

    Did you run the entire installer?

  • Same as erase, but with swapped transparency/opaqueness.

  • What's your video hardware and system specs?

  • Wouldn't it be just as easy/better to have TimeDelta enabled by default in the way the events work?

    No, this is not possible. Consider this, to make a sprite rotate 360 degrees every second:

    + Always

    -> Rotate sprite 360 * Timedelta degrees clockwise

    Why not make the 'Rotate clockwise' action automatically multiply its parameter by TimeDelta? Because if you call it one-off, this messes everything else up:

    + Upon pressing spacebar

    -> Rotate sprite 90 degrees clockwise

    Here, if you hit spacebar four times, the sprite makes a complete rotation. If you automatically tried to apply timedelta as above, it would only rotate a few degrees... that's not what you'd expect to happen!

    [quote:1jxbj8rr]one time I tried, Construct gave me some sort of runtime error when I tried to test my game out

    Did you report this bug?

  • I have to say - I personally would much rather code a game to allow for the small variations TimeDelta produces than override or avoid using TimeDelta at all. Not using TimeDelta will cause you problems, period. And possibly problems worse than the one you're trying to fix.

    Deadeye: I cannot imagine how varying framerates and timedelta would cause large variations (ie. a "mile"). That can't be right. Can you reproduce an example where the variation is that significant?

    If your game is a pixel retro platformer consisting of a player who can jump exactly 32 pixels high, running around a level of blocks exactly 32 pixels high, of course timedelta will cause variations. Sometimes you'll make it, sometimes you wont. The correct solution here is to make the blocks 25 pixels high or so, so you have a chance to clear them! If you turn TimeDelta off or override it, you either end up with V-Sync off and horribly torn up display (and highly dubious gameplay speed on low end systems), or have your game run twice as fast on one computer as another (ridiculously unfair on players).

    Design your game to take in to account variations. Not using Timedelta has its own serious problems.

  • That's a very vague definition. You can't just bolt on 'intelligent' movement in a generic way. What exactly are you after?

  • Um... what would it do?

  • I only get about 330fps without even spawning anything; that's not very good for my 8800 GT, are you using any blur effects or motion blur? I can't see anything obvious that would slow down the graphics that much.

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Ashley

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