Ashley's Recent Forum Activity

  • Part of the reason I implemented templates was so people could see how to get going with the basics. For 1.0, this could be expanded in to a library of simple games which new users can look through. For example the coding behind RTS games is not meant to be some darkly kept secret, everyone should know about the features behind it - so when someone requested it, I added an RTS template to show how it's done. So I am very much in favour of the idea, do you think templates are a suitable place to have these engines?

  • I get this sometimes as well, don't know whats wrong. I just click the login link then I'm instantly logged in so it doesn't bother me. I guess I borked some of the forum config.

  • 1999? That's pretty much an antique! I'm not surprised at all this happens, because the first thing Construct does when you open a new layout is create some display surfaces. I'd be interested to know how much video RAM is on that graphics card.

    He could try changing to a lower resolution (eg. 800x600 instead of 1024x768), which means the display surfaces are smaller and take up less memory. Apart from that, just buy a new computer. Construct uses up-to-date technology. We don't and won't support anything pre-Windows 2000. You'll have a hard time running Construct on video cards made in the 90s anyway.

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  • I made a very simple test of this in 0.9 and it works every time I test it. I suspect something else is causing the problem. Send .cap to ashley@scirra.com and I'll take a look.

  • Make sure your physics objects are using the fastest options: World Solver should be Linear (fastest), and World Friction should be Adaptive (also fastest). Using exact is much slower.

    Apart from that, physics involves some pretty complex calculations, so it will slow down. You should design your game to use a handful of large objects as opposed to trying to do particles with physics on them, which would be extremely slow.

  • I don't think it can do this at the moment... you'd have to save the image to a file and display it some other way.

  • If you resize the effects dialog a bit wider most of the effects have a description.

  • I'll take a look at this one soon.

  • Basically you use the animator bar to set everything up, select the sprite and the animator bar shows all its animation stuff. If you select an animation or an animation frame, the properties bar will have properties where you can change animation speed etc.

    What do you mean by limiting to 2 jumps?

    Finally, to make bullets fire from a custom position:

    • In the picture editor, move an image point to where you want the bullet to spawn from.
    • In the event sheet editor, when you spawn the bullet, for the 'Image point name or number' parameter enter 1.
  • Sorry, this is an unfinished feature - ideally it would work like that, but DirectSound doesn't look in resources yet. You'll have to have the .wav files as external files. 'Play music', 'Play sound' etc all only look on disk at the moment.

    Resources will be working by 1.0!

  • I think the best way is to use one animation with 52 frames, make the animation speed 0 so it never changes, and set the current frame to whichever card you want.

  • In the Animator bar when the Sprite is selected, you can add animation angles - there'll be a default one for 0 degrees, which is facing right. If you add one for 180 degrees, that'll automatically show whenever your character is facing left.

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Ashley

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