Ashley's Recent Forum Activity

  • Yeah, once we've fixed the problems in the languages engine, I'll set up a mini translations and we'll sort all this out. Thanks for the offers everyone

  • These display optimisations are pretty tricky (pretty much every draw operation has to be postponed, and some are fairly complex). I'll try get them finished soon, otherwise to prevent further delay I'll release 0.94 without the display optimisations and work on it for 0.95.

  • It's still in the works and should be around before 1.0.

  • No, and I'll let you know when I do.

  • Hmm, I'm not sure what's wrong, I can't read the language, but the next build has a 'Fade' behaviour which should make things a lot easier - it does fading for you, and has conditions like On Fade Finished, so you should be able to do this much more easily!

  • The bug is basically you can't retrieve the current animation at the moment. I'll try do something about it soon :S

  • Only just got round to looking at this thread - just to set the record straight here...

    You really really should use TimeDelta based movements - it's an important aspect of designing a game if you use custom movements! TimeDelta has limited accuracy and in practice will vary by a small, random amount every frame. This means sometimes, by chance, it will work, and other times it won't. You cannot guarantee you will land perfectly on top of the ground so you do need a little while loop to push you up out of the ground. And as for this:

    [quote:16vl06ng]usually I like to build the engine without the need to constantly push sprites out of backdrops they're not supposed to overlap.

    As you might realise, it's a perfectly necessary part of designing a good custom platform engine - in fact most movement engines (even the built in behavior ones) use some kind of push-out algorithm. So it's a bit like saying you're going to design a custom 360 degree movement engine without sin or cos. In other words, good luck with that

    In conclusion, I think the while loop solves this issue, no?

  • Harvester - I really appreciate you're trying to translate Construct, but unfortunately, there are bugs in the languages engine we need to sort out for 1.0 - changing the language file will break things!

    Sorry, keep what you've done already, but you'll have to wait until I've fixed those bugs

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  • Hopefully this bug is stamped out in 0.94. Sorry, heh.

  • Well, Sourceforge keeps track of open/closed bugs, closed bugs which are commented on are reopened, tracks bug resolutions, keeps statistics, etc. A forum would be adequate, but I think could get confusing after a while... I think the current tracker is fine.

  • OpenGL runtime is an idea for the future, but... yeah, Linux and all that is a tiny proportion of users, and I've always been a Windows user... so I'm not going to hurry in to any open platform stuff

  • Sorry folks, I know 0.94 is late, but it should be worth it - I've worked out some new batching optimisations for the display engine. It's a pretty advanced system which runs optimisations on the rendering command queue on-the-fly, which in the end generates what in theory is the perfect optimal set of commands to send to the GPU. Remember good performance is all about batching, and if I get this right, rendering performance in Construct could be so good it could only be matched, not beaten...

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Ashley

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