Ashley's Forum Posts

  • No, there is no performance difference. When you hit run Construct pastes the contents of all your event sheet includes in to one big event sheet anyway, so it's exactly the same.

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  • Download Construct 0.99.85 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.84) changelog

    I'm afraid there's not much new in this build, we've been busy. Hopefully more progress will come over the summer. This is a candidate for a new stable build because 0.99.62 has some pretty serious bugs we've since fixed.

    Note: this release isn't just to annoy Tulamide

    Changelog

    Behaviors

    • [CHANGE] Ball behavior: another change to bounce/move-out-when-trapped algorithm. Seems significantly more reliable now. It's inevitable that sometimes the ball will be squashed from all angles and totally trapped with nowhere to go. Previously this 'teleported' to prevent ever overlapping a solid, which tended to spoil games. Now it is allowed to overlap something solid, but it will move normally towards the nearest open space. Usually this means its corner might briefly overlap a solid and space will quickly free up, then it moves back. In extreme situations, it will pass through a solid and move normally to the nearest free space. This is pretty much the only solution, since there is nowhere else to go, but hopefully should be sufficient for almost all games. At least it doesn't teleport!
    • [FIX] Fixed a bug with platform allowing bunny hoping when the controls are disabled

    Editor

    • [FIX] Fixed dragging and dropping in the layout editor so the draw order of items are maintained

    Plugins

    • [FIX] Telling a period of a timeline to stop will call its 'stopped' trigger

    Runtime

    • [FIX] Collision mask sometimes incorrect for animated sprites (R0J0Hound)
    • [FIX] Picking problem with 'pick topmost' and 'pick bottommost' with families
  • Hey everyone,

    I've been quite humbled by all the effort some people have put in to promote Construct recently, so I want to try and do my bit as well, to make the most of everyone else's efforts. I've gone and signed up for some social networking stuff to help keep everyone up to date and promote some cool stuff in the community.

    Twitter:

    http://twitter.com/Scirra

    I'm new to Twitter but it seems a cool way to post quick updates so if you have it, become a follower! (I think that's what you call them anyway )

    Facebook page

    I didn't actually sign up this page, but it's got a few fans already so we can make it official. I forgot who created it - who are you? Maybe I could be made an admin to post updates? Become a fan if you're on Facebook!

    YouTube Channel:

    http://www.youtube.com/user/ScirraVideos

    There are already some cool videos about Construct scattered around YouTube, so I signed up an account and collected them together in some playlists. Mary Jane's latest showreel is up there too. If anyone has links to other cool Construct YouTube videos, post me a link.

    These are all listed on the main site front page now as well (including a news update for the first time in ages...) to give them some extra exposure. We get a bunch of regular hits to the main site so hopefully that will help people get involved

    Anyways, thanks to all the dedicated people who work on this, hope this helps, and if you have any more suggestions let me know!

  • Good idea, thanks for starting it I guess game authors would also appreciate a bit of extra exposure too!

  • It's helpful to post your solution so others can see what you did to fix the problem. This could save someone else some time if they have the same problem.

  • This is actually an interesting problem because the Every event can only trigger at most once per tick (like Always). So if you're running at 10fps, the Every event will only trigger at most every 100ms. This is kind of awkward because it can make things framerate dependent again, even in well-designed, framerate-independent games.

    I thought about making 'Every X milliseconds' play catch-up - as in, in the above case at 10fps, if you have 'every 50ms', the condition will realise it should have triggered twice since the last tick, so then fires itself twice. This could create other subtle problems in events though. For example, the current time will be the same for both triggers (since it's actually running twice at the same time), and if it's important that other events run after the Every event, then that could break if the framerate drops and the Every starts re-triggering repeatedly to play catch-up. (One example is if you're firing a gun on Every, you start getting multiple bullets spawned at the same time.) But, on the other hand, logically you'd expect 'Every 10ms' to mean '100 times a second'!

    It's a tricky area... what do you think should happen? Do you think the current system (capped at once per tick) is OK?

  • Just going to post a link to your SO question in case anyone searches this thread in future.

  • That's an interesting question, and I'm afraid I don't know the answer. You could try answering at

  • Well, I think it's fantastic Awesome job MJ!

  • I think some people are confused about physics vs. 3D renderers - they're two separate things. You can mix and match any renderer and physics engine, the physics handles the logical world (which is just number crunching), and the 3D renderer just draws that to the screen. Unless there's something special about this new renderer I don't know about.

  • Well, I can't blame you guys for the skepticism. However...

    Subscribe to Construct videos now

    I don't buy it still, a video could have been rendered over an hour. Better to see it running on your own machine at 30fps interactively to prove it. But still, as others have pointed out, it's plausible and has been done before and everything, it's just nowhere near as flexible as traditional 3D engines yet.

  • It looks like it's working today. It's hosted on SourceForge so it's up to them if it goes down. Probably just a blip

  • The usual solution is to link to or bundle the DirectX August 2008 update with your game so people can update if they're not already up to date. What's different about your situation? Perhaps there's another solution, depending on exactly what you want to do.

  • The page doesn't seem very professionally written, and with phrases like "I assure you, this works" rather than just demonstrating that it works with demos, it smells a bit fishy. Hallmarks of scam/self-promotion/I've-invented-a-perpetual-motion-machine.

    There might be a genuinely interesting algorithm behind this but it doesn't even appear to support lighting yet, so it looks a long, long way off replacing traditional engines. Also, I'm sure nVidia and ATI have been researching ideas like this like hell for years and probably figured out while cool, it can't replace everything existing technology does.

  • Mmm... I'm not persuaded this will work for complicated games though! You'd have to basically reinvent most of the runtime in Java. As you already point out, you have to write Construct-themed routines to be able to paste in, and that's the beginning of reinventing the engine.