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  • Sorry to bump this, but I have had some interest in the "car physics" thing. Unfortunately all the download links in this topic are dead. Any chance that anyone still has the file and could put it up on Dropbox or such?

    That'd be super nice and help A LOT.

  • F5 please, the golden standard

  • Just add an Always event that sets this object in front of the player object. Should work.

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  • This exact question has been asked already - here: http://www.scirra.com/forum/viewtopic.php?f=3&t=2189&p=16384 and I'm pretty sure in a couple of other places.

  • Hey - maybe you need to set the "Click type" option to both single and double clicked. I just realized that some quick clicks may become double clicks and therefore get ignored.

  • Did you set the type and have it checking without quotes? Anyhow, here's my cap where it works: http://dl.dropbox.com/u/1328856/familyPV_bug.cap

  • Seems to work if you set the PV type to number, though. Perhaps text isn't too suited to "is equal" type comparisons? (Seems weird, though).

    As for the 2nd problem I get it as well, but don't see a reasonable explanation.

  • Well, yeah, but then it's events for two buttons, timed events, etc. In a way sliders could be much simpler. Although both should be unified and just use a function or something, so once it's figured out it's smooth sailing from there.

    Got some ideas, will try to implement.

  • Just discussed this in the chat, seems to be graphics card dependant. Some may support it, some may not.

  • Oh right, it shows black bars when the layout is smaller than the window. Those black bars are drawn as well, and each weighs up to about the same performance impact as the tiled background (a four vertex quad). In such an intensive test, they're bound to show up as making a difference. Always keep the layout bigger than the window if you want to keep it a fair test.

    Ok, but what exactly eats up the 4 Megs of VRAM in this case?

    This is some good stuff to know, to be careful of when trying for max performance, hence all the questions, Ashley

    Edit: Got it, buffering of sorts.

  • Ok, it seems to really show itself when the layout size is changed, but not the application size. Here are some samples:

    Default 1024x1024 application and layout:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime725FPS000mbVRAM.png">

    Now only the layout is set to 1024x768:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime471FPS400mbVRAM.png">

    And now both application and layout are 1024x768:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/32x32DX9runtime968FPS000mbVRAM.png">

    Some visible difference right there. And the fps shown is pretty much an average, I waited a moment for it to stabilize.

    Edit: Also just noticed that it suddenly starts to need 4 Megs of VRAM in the second sample - why is that? Sort-of drawing the application "background" and the layout as different things or something like that?

  • Seems like the wrong cap?

    This one has just a sprite in there with a single physics-related event. And it crashes the preview instantly?

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Somebody

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