alastair's Recent Forum Activity

  • Ok this new version was great, it was working perfectly and saved a font thing, but then I reopened it and suddenly I get the bug. I think it's do with you updating it or something, cause when I saved it the image was a wide rectangle and then when I reopened the program it changed the image to a nice square format but also applied that "high" anti-alising despite it still being on none.

    Log: https://dl.dropboxusercontent.com/u/1024727/GYFM.log

    Where is the file that is remembering my last font/settings used? If I could delete that before every time I used it, it would never have to update the old image and thus would work perfectly again.

  • That's not really an issue to be concerned about I don't think. Any game can be changed/hacked, even the most successful ones are (minecraft, skyrim etc.).

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  • Nice you kept updating it!

    Just came from 1.1 to 1.11 and encountered a bug: changed the font, then after I dragged the window it changed the anti-aliasing to high even though it was set to "none". I mean it still says "none" but its being treated as "high" (there's no difference between none and high now basically) even after restarting the program I can't get rid of the anti-aliasing!

    Is there some setting file hidden somewhere that's keeping it messed up despite me restarting the program?

  • Node-webkit for desktops is the best way.

  • Thanks guys, yeah I'll just have to settle for "prerendered".

  • Thank's, yeah that's a good note.

  • Thanks this plugin is great. I did a test and it can only handle me drawing 60 4-sided polygons every frame before it starts slowing down, is that normal? Is that because normally the GPU would be handling polygons or something?

  • Does anyone know how to maintain an image height (of say 50%) at every possible angle? Because the way the engine works is that the height is only really "the height" when the angle is 0 degrees, as the height is spun with the angle (making it more like the "width" when rotated).

    Examples:

    <img src="http://i.imgur.com/DnsC4Ee.png" border="0">

    What construct does:

    <img src="http://i.imgur.com/lrslBPB.png" border="0">

    What I want it to do:

    <img src="http://i.imgur.com/AbcPS5d.png" border="0">

    I've tried several ways to do this (using sin/cos on height and width) but I don't think its possible, but just incase someone knows how that would be cool!

    https://dl.dropboxusercontent.com/u/1024727/rotate%20heigh.capx

  • https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    1. If you want it to be zoomed in.

    2. If you want there to be.

  • Yep, you can try and put it in on steam. You have to go through Steam Greenlight though. You'd probably want to use node-webkit, it's basically just Chrome without the mess anyway.

  • Just wondering if it's possible to have layers scale in just X or Y rather than both at the same time? For instance, having a layer with 100% X scale, and 50% Y scale. This would be handy for doing isometric things (since the Height in iso style is usually 50%), and would allow for things to be rotated properly.

  • Margin and layout size don't mean anything for performance (it doesn't matter what their values are at all). Offscreen is meant by anything outside of the game's window (you can't see it while playing basically).

    Offscreen may not be rendered by the GPU but they'll still have events run for them (by the CPU). Ashley hasn't done any optimization for the collision checking so doing lots of collision checks on far away objects is a bad idea.

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alastair

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Member since 14 Jul, 2007

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