Ashley's Recent Forum Activity

  • Is the sprite original size and not rotated? Rotation and scaling on small sprites with point sampling could garble the pixels a bit.

  • This could be added, but I don't see much advantage over using sprites with geometric textures. You still get pixel-perfect collisions, you can pre-render antialiasing on the texture rather than relying on expensive multisampling for improving quality, and for some shapes like circles, textures are actually the only way to do it. Genuinely the best way to render a circle in DirectX is to draw a texture with a circle on it. The other option (a ring of vertices) would be slower, and worse quality (aliased)!

  • What's it supposed to look like?

  • Can you post the crashing .cap to the tracker?

  • See if you can get a reproduce going in a new .cap. Even so, it's better than it was and it seems to be only certain situations in one particular feature, so I'd be happy to release a stable with that known problem.

  • Take a look at the stick in this forum. GPL doesn't cover your creations. You can do what you like with them. GPL only refers to the source code to Construct itself.

  • I'm considering marking this as the next stable build since it corrects some important issues. Is anyone having any problems which would make this unsuitable for a stable release?

  • Plugins are not backwards compatible across Construct builds.

    Awesome. Is there any change to get a Pixel Per Collision for physic objects?

    No - if it's not in the changelog, it's not affected, I'm afraid!

    Anyone had any problems with this build yet?

  • Download Construct 0.99.6 (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 (0.99.5) changelog

    A fairly small update to keep things ticking over, since a few of these fixes have been sitting around done for a while so they may as well be released. Sorry there isn't more, we've all been very busy lately and it's hard to find time to work on the project. Nevertheless, the changelog:

    Event sheet editor

    • [CHANGE] System object: 'set global filter' action was removed, it has had no effect since 0.99. Loading .caps which use this action will automatically remove them.

    Plugins

    • [ADD] XAudio2: expressions to get channel pan, volume and frequency ratio (omitted by accident)
    • [FIX] XAudio2: crash in freeing sounds from cache (could cause changing layout or closing application to crash)
    • [FIX] Sprite: crash using 'Load animation from file' and destroying a single instance of an object
    • [FIX] Text: crash on exit in Application runtime
    • [FIX] Canvas: crash in 'paste object in to canvas'
    • [CHANGE] Sprite: distort maps now tile the texture when distorting outside the texture area. Allows for sprites to be used as rotating or animated tiled backgrounds.
    • [CHANGE] XAudio2: 'Attach channel to object' could have had an effect when attaching to a channel which is not playing, when according to the documentation the channel must be playing first.

    Runtime

    • [FIX] Per-pixel collisions could sometimes cause intermittent crashes.
    • [CHANGE] Error message on systems not supporting the game's resolution. Sometimes this mentioned 100000x100000 (woops!) whereas now the message states the resolution is not supported.
  • Wow, that is beautiful. Very, very nice!

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  • Moved to Help & Tech Support.

    I'd recommend you go through the Ghost Shooter tutorial at

    It'll teach you most of the basic concepts of Construct, as well as how to achieve that with Private and Global variables.

  • Well, if you want ******** Crysis-level performance, you're going to get in to the more complicated aspects of 3D programming. Games like Crysis use special features to optimise performance. For example, the 3D world geometry itself is in a special kind of vertex memory, called a static buffer, which is kept in GPU memory for maximum performance. Construct does not (at the moment) use static vertex buffers because they're not usually needed for 2D games - basically all geometry is generated on the CPU and sent to the GPU every tick. This is actually most optimal for most Construct games, because nearly everything changes every tick, so it's not worth keeping vertices on the GPU.

    So yeah, if you're going to do performance tests involving thousands of vertices, you'll probably never get the same results as a professional 3D engine like Crysis. You might simply be using the wrong tool for the job.

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Ashley

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