Mr Wolf's Recent Forum Activity

  • Without it, you can't customize jumping (doing it with events) and still have jump sustain.

    Explanation for those who don't get it:

    When you put the action:

    Z is pressed, Is on Ground (or something like that so you don't float into space)

    +Jump

    You can't use Jump Sustain. So if you want to set up some fancy double jumping (which needs events with Jump Action) you can't have jump sustain. When you hold down Jump Key normall, it will use jump sustain, but never if the jump is triggered with events.

  • Thanks.

  • First, if I remember correctly, for an external file in the same folder I use:

    AppPath + "file.txt"

    right?

    Second, are there any limits to what extension I can use (eg. only .txt)?

    Finally, what format do I put organize the file data in? I know for .ini you have to use

    "[Heading]

    Name=Value"

    but what do I use for the List Object?

  • Depending on when 1.0 comes out, it could be used as advertising for the official release.

  • You could always give them more organized names which would make them easier to find until/if you get your wish.

    I know. I'm using a special naming system for my objects already.

  • Well, that really depends on what you are doing. Shadows have varying length depending on where the light is. If you want the shadow length to vary, LoS wouldn't work for that.

    Edit: There's also complications if the light is over the shadow casting object, but I have no idea what you are using this for so that makes advice more difficult. We don't even know how dynamic/accurate/flexible you need this to be.

  • Unless you know how all the math for the Shadow Caster works, I'd say no. Of course, if someone else knows the math or how it works or can create a plugin/add a feature to the plugin for it, then you could do it. Right now, Shadow Caster doesn't have any Conditions, so I don't think there's anything you can do besides hope one of the expert Construct users comes up with some special method.

  • Some games require many, many global variables. Having to search through them in the Global Variables folder could easily become a chore. I propose adding Subfolders like the ones for Objects. Just a simple feature, but it would be so wonderful for keeping things in order.

  • Because PNG files are compressed, and textures are decompressed in VRAM (they'd be roughly the same size as uncompressed .bmp files). A compressed image cannot be drawn unless it's decompressed first, which is why they are decompressed in VRAM.

    Ah, I see. I forgot PNGs are lossless but still compressed.

  • I just had this kind of problem with picking the right instance with Families and PVs but changing to Family Compare solved it. "System: Compare Global Variable" doesn't work with family picking either btw.

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  • The lower the better though, since folk expect 2D games to just work.

    Well, I wouldn't discourage someone from making a high end game if he has an audience for it. Also, I can see some people going overboard with how low they aim their minimum specs...

  • Good point Mr. Wolf, to properly calculate VRAM, the number of bytes is w x h x 4. So 512 x 512 x 4 is 1048576, or 1mb.

    Why does it take 1MB for that in VRAM when it takes MUCH less when the file is simply stored on my computer (I looked at some .png files I had)?

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Mr Wolf

Member since 31 Jan, 2010

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