Ashley's Recent Forum Activity

  • Add a condition like "Object A layer does not equal Object 2 layer".

  • How long do they guarantee to keep files for?

  • Was just reading this thread where a linked file had expired from the host and is causing problems for some users.

    Obviously you can attach files if they're small enough (I just upped the attachment limit to 512kb but we can't turn in to a host for large files). But for the bigger examples does anyone know a reliable, permanent, long-term host for files that won't expire after a year or more?

  • Yeah, this is annoying and is why I prefer people don't use download sites which expire. You can attach files if they're small enough, but it's best to try to find reliable hosting... and drop-your-file-here sites don't really count, since I think they expire files over a period of years. Anyone know any good solutions?

    Actually, I'll start an open topic thread for this...

  • A 2x2 sprite stretched out is probably the best way. It'll use less video memory (VRAM) than a 128x128 texture, and in some cases Tiled Background may render itself by effectively drawing a grid of sprites (it only does this with non-power-of-two sized textures - but best play it safe, stretching is probably easier than tiling for the graphics card anyway).

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  • Nice idea, might get some good exposure if it gets lots of diggs

  • 50-100 layers is way too many in my opinion. Layers should not be used for fine grained Z ordering, that's what Z ordering itself is for. Layers are useful to group large numbers of objects in Z order, like background, foreground, parallax layers, and so on, which means generally you'd have under 10 layers.

    Layers are fast if they have no effects (no shaders, and opacity must be 100% and filter white). In this case objects are just drawn directly to the screen as if everything was on one layer. Otherwise, the effect has to be processed on a separate texture, which can be expensive, but is still fully hardware accelerated. Processing 50-100 layers with effects will be very slow, but without any effects they have no performance impact at all.

  • 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.

  • 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.

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Ashley

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