Ashley's Forum Posts

  • Ah. Should pay more attention to threads. Thought you were doing one of your image replies

    I shall have to check out the new alpha when I have a moment, the first was very cool...

  • How fast does your future time machine trillion core computer run it when uncapped, Soldjah?

  • Just a heads up deadeye, your post has a message about a file being private to the owner.

  • This is awesome. Someone has to make a game out of this! (David...? )

  • It might be possible to write a customisable blur shader already, but it can be made a lot faster with some changes to the rendering engine.

  • The Tiled Background works best with 2^N sized textures - it renders faster and seamlessly. DirectX 9 supports built-in tiling with power of two textures. Obviously you can't use this with non-power-of-two textures, so instead each tile is drawn individually, which is also a little bit slower.

    The problem with non-2^N sized textures is it is not possible for individual tile rendering to draw seamlessly (as far as I know) when it is drawn at a non-integer position on the screen. Due to floating point scrolling and positions in Construct, if you need to display 100x100 tiles from (0.5, 0.5), along the seams, pixels need to be drawn which are a halfway colour between the top/bottom pixels, or the left/right pixels on the image. This is only supported with power-of-two textures.

    To remedy this, the tiles are drawn overlapping by one pixel to ensure that obvious seams do not appear. This can create a very slight artefact which is sometimes visible if you look very carefully at a static display (it's generally small enough to be unnoticable with moving displays).

    For perfect tiling, you need to use power-of-two textures. Many commercial games only tile power-of-two textures for the same reason.

  • Beautiful artwork. I love the style!

  • No, our implementation of motion blur is fullscreen display only. It would be too complicated to implement it on individual layers considering the way it works (which is by forcing the runtime to advance a series of ticks and merging all the drawn screens). It would not be possible to implement on two individual layers, and even if it were, it would run half as fast!

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  • It's on the todo list.

  • That's not a real motion blur, but customisable blurriness on the X and Y axis is definitely a good idea. I need to make some changes to the display engine to allow for this though - which will make it faster and customisable. It's on the todo list.

  • You can have fun playing with some Construct shaders in that

    Being a student, I don't have oodles of cash to throw at my PC - I bought an 8800GT which is awesome but I have to have the side of my case off or it overheats. It does the job, heh.

  • It runs about 290fps uncapped on my 8800GT - that is quite intensive for a graphics card so powerful. Nice to use as a smaller effect on a high detail setting, maybe.

  • Beautiful! 'Mint', as they would say up north.

  • You're stuck with boxes for now I'm afraid - everything else is 2D.

    Please don't PM bugs to me or any admins - all bugs should be reported to the tracker. It's useless organisationally to have bug reports scattered all over the place.

    If you have a .cap file you don't want public which demonstrates a bug, it is most preferable to attach files directly to the bug report on SourceForge. This way all developers have immediate access to the file, so it can be dealt with efficiently. If you have a private file you don't want to share, please try to reproduce the bug in a new .cap you are willing to share. If you can't do this, please email it to us, don't upload it - many upload sites are rubbish and have service failures, popup ads, long wait times to download, generally very frustrating, and tend to expire inactive files after some time. Our contact e-mails are in our profiles. Please also mention the bug number in the email, so I can find it again later easily (eg. Subject: File for bug #2345678).

    Please remember to do this, otherwise your bug submission might not be effectively dealt with. We do try to have a look at all bugs, but we currently have about 100 open bugs on the tracker and some are fairly old, so it's important everything is sensibly organised.

    Thanks!