Arima's Recent Forum Activity

  • 1. Consistent alphabetical sorting for all the object selection windows. Right now it's only on the initial window that comes up after clicking new action, as far as I can tell. It would be nice to have that on the windows where you're getting expressions and picking what object to create, for example.

    2. Global objects listed in every event sheet object list in the event editor. Objects that have been created in the event sheet's code from other layouts should also be listed. Otherwise, you make an event to create an object, then have to either copy and paste the object to the layout or make then events in another sheet and copy/paste or include them. It would be nice to be able to insert an mousekeyboard object in the first layout, make it global, and not have to copy and paste it to every layout.

    3. (Could be an alternative to 2) In the event editor's object lists, select from objects in layout or objects in whole .cap. When selecting an object in 'new action' it shows objects in the layout. When getting an expression, it's every object in the .cap, as is the horizontal selector for 'set postion to another object'. A tab for the layout's or the whole .cap's objects would work well.

  • Wasn't there supposed to be a way to store files in the .exe? I wouldn't want people editing them.

  • Half of those I don't have access privileges for.

    "You do not have permission to do that, for the following reason:

    The action you have requested is limited to users in the group Sysops."

  • Physics doesn't seem to like low framerates. http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=1373&start=0&st=0&sk=t&sd=a

  • There's also a bug I noticed - try clicking sprite and then properties>Make 1:1. Then rerun and fill the screen halfway with blocks. At that point start clicking the mouse - upon each click, any blocks that are where the first block started, about the middle left of the screen, from 'jump' away from that spot.

  • After making a new .cap with a few walls and spawning a small 10x10 object every frame, the simulation 'collapes' and freezes after about 500 objects are made, and starts shaking after about 200. What's more, the simulation won't stay still after enough have been made, as they continually settle. Objects also overlap each other a lot. Thoughts?

    Edit: It might be a framerate issue, because after about 100-200 objects, the framerate drops below vsync rate.

    Edit 2: Definitely at least partially a framerate issue. Try running the .cap with a fixed framerate of 30 fps - even one square on screen jitters.

  • Wow! That runs smoothly even on my p3 600 mhz machine! Nice!

    178 start, 45 settling here, then when everything stops it goes up to 70.

  • I recommend a slight modification to this effect - make it white instead of red. Then when it's paired with the tint effect, it can be made any color.

    Modified part: From float4 resr = {res,0,0,res}; // we pass the result to just the red channel and the alpha channel

    to

    float4 resr = {res,res,res,res}; // we pass the result to all the channels

    The edited .fx file:

    // AMS_Circle

    // Mikiex

    // PS 2.0

    // Circle Maker Example.

    //#CROSS-SAMPLING : changes Tex.xy.

    //#PARAM float Cwidth 0.1 : Circle line width : Circle line width.

    //#PARAM float edgefuzz 0.01 : edgefuzz : Fuzzyness of the edges.

    // Parameter variables

    float Cwidth;

    float edgefuzz;

    // Foreground texture

    texture ForegroundTexture;

    // Foreground sampler

    sampler2D foreground = sampler_state {

    Texture = (ForegroundTexture);

    MinFilter = Linear;

    MagFilter = Linear;

    MipFilter = Linear;

    };

    // Increments 1 per frame

    float frameCounter;

    //These are all constants from Construct

    float boxLeft;

    float boxRight;

    float boxTop;

    float boxBottom;

    float pixelWidth;

    float pixelHeight;

    float hotspotX;

    float hotspotY;

    float boxWidth;

    float boxHeight;

    float angle;

    // Effect function

    float4 EffectProcess( float2 Tex : TEXCOORD0 ) : COLOR0

    {

    // float4 jj = tex2D(foreground, Tex.xy); //we just ignore the original image

    float tx = (Tex.x-boxLeft)/boxWidth; // make the box into U coords from 0 to 1

    float ty = (Tex.y-boxTop)/boxHeight; // make the box into V coords from 0 to 1

    float res = distance(0.5,float2(tx,ty)); // Use the distance function to create what looks like a radial gradient

    float xfuzz = boxWidth*edgefuzz; // how fuzzy do we want the x edges

    float yfuzz = boxHeight*edgefuzz; // how fuzzy do we want the y edges

    float SS1 = 0.5; // this sets the smoothstep position

    float SS2 = 0.5-Cwidth; // this is the inside smoothstep position

    res = smoothstep(SS1,SS1-xfuzz,res)*smoothstep(SS2-yfuzz,SS2,res); // the magic of smoothstep!

    float4 resr = {res,res,res,res}; // we pass the result to all the channels

    return resr;

    }

    // ConstructEffect

    technique ConstructEffect

    {

    pass p0

    {

    VertexShader = null;

    PixelShader = compile ps_2_0 EffectProcess();

    }

    }

  • Bug: new game, insert a sprite, import an image and the graphic doesn't show up in the picture editor.

  • Oh, I didn't know the screen was rendered without perspective. That makes sense.

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  • So sprites then aren't textures on quads? I've been kind of hopeful for the ability to move and rotate sprites on the x, y and z axis so they could have automatic perspective/parallax, but I guess that would be harder than I thought if they're not on polygons.

    I'm no graphics programmer, so forgive my ignorance on the matter.

  • To duplicate an action, hold down ctrl.

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Arima

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