Davioware's Recent Forum Activity

  • The most efficient way is to avoid loading big images like that. Are you sure you can't just make the background out of smaller instanced objects?

    Or, would I be better exporting the background image as one oversized power-of-two image (in this case, 1296x1296)?

    No, don't do this; some (most?) newer graphics cards can handle textures that aren't square. Whenever possible, try to make square power of two textures, but if you absolutely need a big rectangular image, just keep the texture as small as possible, and try to keep height and width the smallest power of two possible. Don't add blank space just for the hell of it; You lose performance for both the old and newer graphics cards that way.

    would I be better off cutting up each backdrop into a sequence of power-of-two tiles, say 256x256, and importing them as seperate objects?

    You save some VRAM this way, especially if your texture is a really irregular shape.

    But like I said, always try to use small objects to build the background, if possible.

  • I haven't used it much, but I bet my bottom dollar that it's buggy. Any objects that haven't been used extensively by the masses are undoubtedly riddled with obscure bugs. Then again, you might just get lucky. But for something as complicated as the layout object, I wouldn't count on it. Pave the way brave tester.

  • Yea, you might not want to rely on that. You will just build on your errors, and it could get out of hand if the game gets big... As you add more to the code. Go back and check everything and try to figure out why it "works" or doesn't. And yes, I've had this situation, but I try to fix it right away.

  • Some unstable builds are actually more stable than the stable builds.

  • I still don't see the point to this. I need a better explanation or an example.

    Id say it would be useful for when you only want one collision mask.

    What do you mean by only want one? Why would you only want one? When is there two ?

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  • Looking great lucid. Can't wait to see more, especially the scripted animations. Keep it up!

  • The devs are really busy right now, so changing the mod engine would most probably have to be done by a third party.

    If this is out of the question, is the plugin SDK capable of interfacing with Construct's sound engine? I could try writing my own implementation, though I'm not very good with C right now.

    Yes, all the plugins for construct were created with the plugin SDK. I don't think construct has a "sound engine"; The Xaudio plugin handles everything related to sound (aside from mod playback). The mod plugin was made by a user who doesn't frequent these forums anymore, if I remember correctly. So yeah, anyone who knows C++ would be able to do what you want.

  • I was VERY surprised when his head got cut off and blood came gushing out. I thought this game would be rated E for sure.

  • Yeah I know, the main template is generic, I agree. Still trying things out.

    Also, some sort of <noscript> fallback for the Flash logo would be nice.

    I'm actually a complete noob to html and anything web-dev related. I was wondering how to make a fallback.

  • http://davioware.blogspot.com/

    Feedback on the look and feel. Good? Bad? Makes you want hurl?

  • State what version you have installed and are using. Has this ever happened to you before in the IDE? TowerClimb was built in 99.72. I have a feeling it has to do with with the recent bug discovered and fixed by rojohound regarding sse2 processors. Post your full system specs and we might be able to tell.

  • The thing is, image points are usually in a different position for each frame. Like they're positioned on a character's hand or face, which is moving in the animation. That's the intended use anyways.

    [quote:13qiluel]Say I want to spawn an object from another object and want it to appear at a certain image point - It'd make things soooo much easier if we could copy image points from one animation frame to all the others without having to manually go in and change them.

    but what's the point of an image point that's always in the same place?

    From what you wrote, it sounds like you just want the object spawned a certain offset from the character. In that case, just spawn it at the hotspot and use a set position action. A picture would help though, not quite sure what you mean.

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Davioware

Member since 25 Sep, 2008

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