Ashley's Recent Forum Activity

  • It's a good start for a first game. Nothing wrong with staying positive, guys

    Just to add to the shader 2.0 thing - only gaming cards tend to support pixel shaders, commonly cheap or on-board cards (eg. in typical office PCs not designed for games) will simply not support shaders, or only an early shader version. So it's a good idea to always try the 'Simulate shader' option and make sure your game is at least OK/playable on shader 0.0 or 1.1.

  • Wow, great use of lighting and 3D boxes! One of the nicest looking demos I've seen so far

  • I have OpenOffice 2.3, and I can't open it... I tried the Word 2000/XP and Word 2003 XML filters, neither worked.

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  • [quote:mpbnd39w]Have I missed some crucial piece of Construct logic?

    Yes. You used 'Compare values' in the system object to compare the 'ID' private variable of a piece, instead of using the Piece sprite's own 'Compare private variable' condition.

    'Compare private variable' will check every piece and pick the ones that meet the condition for the event. 'Compare values' does not: it simply works out the first value, the second value, and does a simple comparison without caring about which objects were used to calculate the first and second values. It doesn't do any object picking.

    So you should prefer using the conditions in the object rather than Compare Values, at all times. However, another solution is to add a 'For Each Piece' condition above the Compare Values, which explicitly forces the event to check every Piece instance - however, this is the long way of writing a simple 'Compare private variable' condition!

  • In 0.90.2, families have the private variables that are common to all objects in the family. So if you have Sprite1 (Var1, Var2), Sprite2 (Var1, Var2, Var3) and Sprite3 (Var4, Var1, Var2, Var3) in family Friendly, the Friendly family will have Var1 and Var2 because they are common to all.

    The same goes with movements: if all objects in the family have the same set of movements, you can also access the movement actions/conditions etc. in that family.

  • I thought DirectX would use the next up supported resolution, but I guess it doesn't. I'll try forcing DirectX to use a standard resolution.

  • Have you been cutting and pasting objects? There is a bug fixed in the next build where if you cut the last instance of an object, then paste it, the object becomes corrupted.

  • I've had a look and it's set to 720x640 window size on fullscreen mode. It works for me, but it's an unusual screen resolution which your monitor may not support. If you change the window size to 640x480, it should work.

  • Tick 'Solid' in Attributes of the things you want it to collide with.

  • Has this just suddenly started happening, or has it always done this?

    Could you send the .cap to so I can take a look just in case something went funny?

  • That's right, speed is in pixels per second, regardless of the framerate. So games should always use V-synced mode (which means its running at a variable framerate on different machines) and timedeltas for custom movements to ensure pixels per second motion as well.

  • Nice site You might want to link to scirra.com rather than nozsoft.co.uk though, nozsoft is an old site I used to have which I just redirect to Scirra.com.

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Ashley

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