Ashley's Forum Posts

  • Ah, there's no way of doing this yet - I guess you could let the user choose between the common ones (eg. 1024x768) and the aspect ratio too. The common screen resolutions (like 800x600) are so widely supported I don't think you need to check if they're supported (although it would be good practice if Construct allowed you to).

  • Did you run the full DirectX installer that comes with the Construct IDE?

    What specific error messages or problems do you encounter?

  • I got the same thing Rich - probably an attack hosted on someone's account there (which marks the entire domain dangerous) - will probably sort itself out eventually.

    But yeah this game looks awesome Quazi

  • Give fraps a shot anyway, you don't know it doesn't work until you try it. Besides I would've thought the main bottleneck is the hard drive write speed since it generates so much data.

  • TTF fonts should work fine - but they have to be installed in the Windows Fonts directory, Windows won't load them from any other directory, I don't think. There's a text blitter-like plugin planned, which uses textures to draw letters, but it might be a while before it turns up.

  • It's only the zoom rate - you probably want to set the scroll X and Y rates to 0 for UIs, which works fine I think. Alternatively just set it by events.

  • I think it's a bit buggy. You might want to throw brackets around every operand:

    (PlayerDeck.Value('num_cards') < 0) ? (52) : (0)

    If that doesn't help, it's probably totally broken, so ditch it and use subevents instead.

  • Yeah, there's a bug that On Collision won't register if another object of the same type is already overlapping that object... linkman's workaround should do the trick until a fix is implemented.

  • that gives a problem when the bullets hit the bounding box, and seemingly disappear in midair.

    You could use separate sprites for the visible object and the collision-detecting bounding box - and test for bullet collisions with the visible object.

  • First question, are they compatible? In other words can one object using bounding box, be used with another using point?

    Yes. Bounding box and per pixel, for example, treats the bounding box as a big square opaque sprite when testing collisions with per pixel sprites. Try experimenting with some sprites and settings.

    [quote:2jk5xq9i]Second question, if you use point, will multiple points on one object register?

    Point means the hot spot only. This can be useful if you're using really small sprites and don't need per pixel collisions. Point against bounding box checks if the hot spot is inside the bounding box, and point against per pixel checks if the hot spot is overlapping a non-transparent pixel. Image points are ignored.

    [quote:2jk5xq9i]Third, why are some of my collisions, not being detected?

    I have no idea. Post a .cap or some more information and maybe someone will have a chance of being able to answer this!

  • Ummm... firstly the player seems to flip just fine in that game, where's the problem? Secondly where are you setting a negative width? I can't quickly make sense of a 60 event .cap, I need you to help me help you...

    It works for me anyway, check out the attached .cap.

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  • You can already set a negative width for a Sprite, which mirrors it. You can also set a negative height to flip.

  • I haven't tried it myself, but I've heard FRAPS is good for DirectX video capture, which would suit Construct.

  • I need a .cap file reproducing or at least a screenshot of your events before I can comment.

  • There's a 'Report a bug' button on the ribbon home tab. Easy enough, no?