Daiz's Recent Forum Activity

  • Add all your objects to a family.

    Then add the following event:

    For Each Family sorted by Family.Y -> Send to front

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  • >

    > > Would it clear from VRAM as soon as all instances of the bullet are gone? Oh, hmm. I could manually load the storage layout and keep it loaded couldn't I?

    > >

    > From my testing, it seems that textures are removed from VRAM as soon as all instances of the object using it are gone.

    >

    I just tested it myself too just to clarify if that also applies to objects that are part of the layout and it doesn't. Good to know. This stuff should really be written down somewhere...

    You can unload objects that have no instances left from VRAM - just run Unload textures for the layout you are currently at. It'll clear all the deleted objects from VRAM while leaving everything else intact.

  • Easy way to deal with this:

    1. Bundle dxwebsetup.exe with your game and point people to it

    2. If your game uses an installer, make it run the DirectX installer during the process.

    Also, I would recommend Inno Setup 5 over NSIS for your installer needs. It's what me & Zotged used with Niilu and it's also what Construct uses.

  • Saw this over at the TIGsource forums:

    http://forums.tigsource.com/index.php?topic=8803.0

    So basically my request is custom shadow masks for the Shadowcaster behavior in the same way as we can have custom physics collision masks. How feasible would this be to do? It'd improve the Shadowcaster behavior tremendously.

  • Make functions for your needs with the Function object?

  • ActiveX tends to be the dealbreaker for quite many, though. It's like opening a can of security worms.

  • You can define whether to load textures on application startup or on layout load globally in the application properties and also change it individually for each layout in their properties. You can also load and unload layout textures to memory via events. In other words, controlling the texture load should be quite easily doable.

  • Probably some additional small movement causes the event to trigger multiple times since you only have one condition, which is the collision. Add another condition under it like "Is Bullet movement active for Sprite 1". Since you deactivate the bullet movement in the event, it shouldn't trigger again.

  • Damn, and here I was looking forward to a Finnish translation so much.

  • Change the event:

    Flashactivator overlaps flashingthing -> Flash flashingthing

    to this:

    flashingthing overlaps Flashactivator -> Flash flashingthing

    That should do the trick.

  • Looks terribly generic. I've never liked this particular blog template.

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

  • Round(1/TimeDelta).

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Daiz

Member since 9 Oct, 2008

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