Ashley's Recent Forum Activity

  • [quote:ds4lfd1u]allow the user to switch window sizes at runtime

    System - Set display resolution!

    Just to throw in my thoughts:

    I run a dual monitor setup, each display at 1024x768. Windows doesn't let you create windows bigger than a display (for a good reason), and with all the added window caption and borders, that means the window is squashed a bit. As a result, DirectX is scaling the display slightly smaller with a linear filter, which ends up "blurring" fine pixel graphics like text and reducing the quality of your graphics. Plus with a window the size of my display, I end up fiddling about trying to align it with my screen. The next build can change between fullscreen and windowed at runtime, though, so you could always have a 'Press F to go fullscreen' in the title screen or whatever - I really would rather go fullscreen at 1024x768 than windowed.

  • Written a Wiki article to explain the issues surrounding TimeDelta and why it's useful:

    http://www.scirra.com/wiki/TimeDelta

    Going to spruce it up with some images and diagrams soon... let me know if any questions/feedback/critique etc.

  • It'll be fixed in the next build, coming soon hopefully.

  • OK, I've updated the demo and made a few tweaks. It's an EXE now, because it depends on some fixes in the next build of Construct:

    This is the release candidate before it goes on the site, so any bugs, critique, feedback, anything not working etc. let me know!

    Some new effects including water reflections so let me know how it runs (FPS in top-left), and your graphics hardware/shader version etc. Should run better at a lower resolution.

  • If you did

    + Start of layout

    : Add force 5

    : Add force 5

    the total force added is 10.

    If you did

    + Start of layout

    : Set force 5

    : Set force 5

    the total force applied to the object is still 5. Simple, 'add' is for cumulative forces, and 'set' is for overall.

  • I think it has 64mb VRAM according to google, which should be enough to run Construct - you could try again turning your resolution down to something really low (640x480) and see if it works just to rule out VRAM issues - otherwise, probably a bug. Is it reproducable opening the picture editor in a freshly started game? Also, you should make sure the drivers are the latest version to rule that out as well.

  • Works for me - have you done something different?

  • Whats the computer spec? What graphics hardware with how much VRAM does it have?

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  • You've misunderstood how to put together a for-each loop - you don't need the other loop at all, for-each works on its own! In the .cap you provided, all you need to do is:

    + For Each Box

    : (actions)

    and that does all the repeating and picking for you automatically, it's really very simple. Still, it shouldn't crash no matter what combination of conditions you come up with, so I'll try fixing that for next build.

  • I'm going to write a Wiki article on Timedeltas soon, because it's important. DON'T fix the framerate - please! Games look so much nicer when they're V-Synced and all horrible and teary when you use fixed. This does mean you have to use Timedeltas though, because everyone's display rate is different, so your game runs at different tickrates.

    'FPS in caption' is a quick way to see your tickrate, and switch framerate mode to Unlimited for bulletproof timedelta testing. If you move over the whole layout instantly when you just gently tap a control, you probably need to use timedeltas (unlimited should work the same as vsynced if your timedeltas work).

  • [quote:21962nhz]In many indie games I try, there is some odd visual bug no one else receives.

    Try updating your graphics drivers, even if it's an onboard chip. In some of the testing I've done on older machines, games have been unplayable due to display glitches caused by having old drivers. Updating the drivers made it all work perfectly.

  • Fixed for 0.94, thanks for the report.

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Ashley

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