Ashley's Forum Posts

  • I don't think its a good idea to ban ghost shooter clones because ghost shooter is a demo not a game

    Emphasis mine. The key thing here is Ghost Shooter is not a finished creation, so I don't think reskinning it and posting it here is what this forum is for - it should be for posting finished original creations. If someone extended the Ghost Shooter game with powerups, several levels, new enemies, a menu and a high score, that's fine, it's a finished game. The tutorial makes half an engine for the purposes of teaching people how to use Construct.

    The correct thing for GS modders to do, I think, is to post the .cap file to the Uploads forum, and ask for assistance/comments on their expansions. Since only beginners will be modding Ghost Shooter for educational purposes, if everyone can look through their .cap, they can comment on events they've added, easier ways to do things they've tried to do, possible problems etc. and then they can learn more. They shouldn't post EXEs to Your Creations, though, because they won't learn anything.

    In short, with Ghost Shooter mods, don't post EXEs to Your Creations, post .caps to Uploads. That's my stance, anyone with me?

  • also you can check 4 events at a time instead of just 1.. Something like a block of events

    It's nowhere near that simple - multithreaded programming is a pretty complex area. If one of the events in any way depends on a result from a previous event, or in any way writes to or reads from any part of the computer's memory that is also accessed by one of the other events being executed, it will not work (due to out of order execution). Since events are defined as always being run from top to bottom, it's pretty difficult to thread that, since I reckon almost all events will depend on the events before them being completed.

  • Hm... possibly... but it'd only affect very large loops, and it'd have to absolutely, certainly, without fail not access any shared memory or resources, otherwise it wouldn't work. I'm not sure the event engine could work with that.

  • No, nVidia bought out PhysX: http://www.nvidia.com/object/physx_new.html "Only available for the PC on NVIDIA� GeForce� GPUs, NVIDIA� PhysX� technology delivers ..."

    ATI might come up with their own engine, which would only further complicate the problem. Personally I'd rather see a multi-core enabled Box2D, since soon enough everyone's gonna have a whole bunch of cores on their CPU.

  • It would be really cool, but AFAIK it's PhysX powered which is only supported by the nVidia GeForce 8 series and up, which generally are high end, expensive gamer cards. That makes it a difficult thing to implement - simulating 50,000 objects on the CPU for a user without the right hardware would be slow as toffee.

  • Hi,

    Would you mind reporting all bugs to the tracker? You can find it here: http://sourceforge.net/tracker/?group_i ... id=1003219

    Remember, if it crashes, it's a bug. This helps us keep all problems organised in one place. Thanks!

  • Congratulations on making your first plugin

  • I've been emailed by someone at Sourceforge who says we've made finalist in the Community Choice Awards for 'Best project for gamers' ! Thanks for voting everyone! We're also 'alternates' in 'Best Tool or Utility for Developers' and 'Best Project for Multimedia', meaning if any of the finalists for those categories decline nomination, we're stand-ins (meaning we nearly made it in those categories too).

    Thanks for the votes everyone and stay tuned for June 22nd, when voting for finalists opens!

  • It works in parallel with the GPU, which is more important - in effect, the rendering is threaded on the graphics card, which is a big timesaver.

    As for CPU cores, it's actually fairly difficult to utilise them because most of the runtime is sequentially executed. However, some candidates for possible multicoring is the Physics behavior, the RTS movement pathfinding, and maybe some other processing heavy plugins, but that's the best that can be managed I think.

  • What I need to do with sprites that are out of visible screen area?

    What would you need to do to sprites outside the visible screen area...? They aren't drawn, so only events are processed for them.

    Check out that Wiki link, it should have everything you need.

  • Rich?

  • Eh, they were half written once but they're all out of date now. Ask here if you have any questions about anything. I'll write some SDK documentation eventually...

  • Wow, thats cool :O Never thought of doing rotations like that!

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  • That's a great idea - you might even be able to completely disguise a switch to another layout by having two screens identically laid out, and the pause while textures are loaded could be covered up by Mipey's idea!