Ashley's Forum Posts

  • Shouldn't be too hard... I'll put it on the todo list!

  • Don't know - wait and see!

  • 1. Yes

    2. You can use a Sprite and private variables, or global variables for now, but the Counter object isn't done yet. Is there something wrong or missing with Construct's built in platform movement?

    3. Yes, should be.

  • What events are you using to play the selected song?

  • Well in theory all those things can be coded in software mode without DirectX (the linear filtered rotations, zooming etc) but a lot of them would be prohibitively slow on a CPU. The graphics hardware is much much more efficient at these tasks, so if you don't use DirectX and the graphics hardware and stick to the CPU, you can end up with 1-2 FPS fairly easily with these kinds of effects going on.

    Games should still run fairly well on old computers. The Geforce 2 32mb graphics card is extremely old, and can still run Construct games at a playable rate, so long as you keep to "cheap" rendering - don't zoom the screen, just scale, rotate and use alpha blended sprites. Even very old hardware can do that just fine. If you're worried about performance on very old computers, completely avoid shaders - old hardware simply won't support them even if they can run DirectX 9 games. You can, however, use some shaders, and set them up to disable if the hardware doesn't support them - see Effects in Construct.

    I don't see much use in implementing an older DirectX version - once you've got DirectX 9, even very old computers can run the games.

  • The framerate is the temporal-antialiased framerate, which means the V-sync rate is 1/5th the framerate for 5x motion blur, and 1/20th for 20x motion blur. So yes, 100fps at 20x motion blur is actually 5 FPS V-Sync rate. Interestingly, low framerates are much more tolerable with motion blur on, because you're not seeing a series of slides - you can see the motion too.

  • Here's a demo of the motion blur. You can press:

    1 - Turn off motion blur for comparison

    2 - Default (5x) motion blur

    3 - 20x motion blur (ridiculously high, puts your graphics card through its paces!)

    Look round with the mouse and left click to shoot, arrow keys to move, featuring a cool zooming camera. Notice you can't see behind you if you look as far as you can one way!

    Could do with some more comments but hey...

  • Try opening regedit, and delete the whole HKEY_CURRENT_USER\Software\Construct key. Restart Construct, and it should be back to default dialog sizes and layouts.

  • I'm pretty sure it got fixed for Casho's file - have you got a different .cap which demonstrates this bug Arima?

  • Well the host seemed to be having some kind of problem and we were down for longer... hopefully things are fixed now

  • DirectX 9 actually makes a lot more possible than you probably realised. I do understand that for retro style games you don't really need anything special, which is why we have an SDL renderer in the works, that runs only in software. However, it won't support any of the following:

    • Pixel shaders
    • Motion blur
    • Linear filtered rotations/scaling/positioning
    • Zooming or rotating the display or individual layers
    • Layer effects/opacity/filters

    Even having a game with large objects, or just lots of alpha channelled objects, would run unacceptably slow without DirectX. The CPU can draw graphics, but it's pretty poor at doing it - which is why DirectX is so crucial for having good performance 2D games. Still, if all you're interested in is stuff like early console games, the SDL runtime should suit you fine and also run on more people's computers. It should be done before the 1.0 release of Construct.

    Also just to note - DirectX 9 can run on pretty much any computer. You just need to run the DirectX 9 installer, and Construct games will most likely work.

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  • http://downloads.sourceforge.net/constr ... irror=kent

    This SDK provides runtime and edittime interfaces compatible with the Construct 0.92 release.

    I have also successfully imported and compiled this SDK under VS2008 so let me know if you have any problems with that.

    There's also a new ETAddDependencies function in Edittime.cpp so your plugin can take advantage of 0.92's dependency packing feature - see the comments by the function for more info.

  • Don't know what happened to the forums, but I think we managed to correct it with some database tweaking... let me know if you get any forum errors.

  • Try using the Edit box object, it can save and load files.

  • OK, well 0.92 is out and you can try playing with the motion blur yourself. Motion blur is achieved through an algorithm called temporal antialiasing: this means the framerate is, say, increased by 10x (so it might be running at 750fps). Then every time it draws the screen, it has 10 frames which it blends together equally to make an image that appears blurred according to how fast objects are moving.

    To make this work with the mouse, it linearly interpolates the mouse position over these sub-frames because the mouse doesn't update that quickly. This explains why you get straight lines, and it also explains why if you move the mouse or an object extremely quickly, you see it stepping along. This still looks smoother than without motion blur, in my opinion, because you get a sense of the motion as opposed to the object displaying in a sequence of positions. Temporal anti-aliasing isn't perfect - if you don't like what it does you can just turn it off - but I think it really improves the motion and perceived smoothness of most games.