Ashley's Recent Forum Activity

  • Really? I thought David was working on/had completed something to do with picking integration in Python. He's Mr. Python though, so would have to comment himself.

  • Try using subevents to calculate the sum:

    + On collide between Sprite and Sprite

    ---+ Always

    ---> Set global 'sum' to 0

    ---+ For each Sprite (should iterate only over picked sprites - the two colliding ones)

    ---+ Add Sprite('momentum') to global 'sum'

    ---+ Always

    ---> Create object, set momentum to global('sum')

  • It might not be a good way if graphics cards commonly override the setting. You're best off using Set Display Resolution, zooming in, and setting Point sampling.

  • I just made a quick .cap in 0.99.5 - 'Sprite overlaps family Red', and Sprite is in family Red. The event never runs. In the runtime, I can see I have already accounted for the overlapping-self case and made sure its never run. Can someone reproduce this in a simple .cap?

  • newt: C++ is a platform independent language. A future SDK will compile on other C++ compilers, but not in 0.x, it's already too late since it depends on Visual C++ specific compilation (one of many mistakes we plan to correct in C2).

    One of the most frustrating things in the "should we support XP" debate is that there is no reason the Windows 7 couldn't run on XP - Office proves that. Microsoft just arbitrarily limited it to Vista and up to promote their newer OSs, so we as the small developers have to live with that.

  • Cool! Which game is it?

  • curTexture is allowed to be NULL, so make sure you check that first.

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  • What video card do you have?

  • Have you ever had a game that took more than one second to load a layout? So are progress bars really necessary? I have to agree that no progress bars makes for a better experience when playing a game. Even a progress bar as alee described - loading a file then updating the screen - is a complete waste of time, because after each file is loaded, the application is doing a full render of the entire screen then waiting for the vertical trace on the monitor. So your application spends 90% of the loading time idle, waiting, rather than loading as quickly as possible so as to not keep the user waiting.

    It's also easy to spot fake progress bars - usually there's no apparent system activity while a progress bar increments suspiciously, leading to a level with nothing particularly resource intensive on it, where other games can load similar or more complex games instantly. Seeing a fake progress bar most gamers I'm sure would facepalm and think, "jeez, this thing is useless..."

  • The majority of build time is spent loading the textures in the application. However, if no textures change, Construct uses a cached version of the loaded textures, so it can basically skip that step, and previewing is much faster. You should be able to notice this if you edit an image, then try previewing the application twice - the second time should be faster.

    However, if you change an image, all textures are re-loaded. This could be improved, but probably not before Construct 2.

  • What do you mean? That we should go and make Construct for Mac OS X instead, and forget Windows completely?

    Nearly everyone uses Windows so it makes sense to reach the broadest number of people by developing for that platform. There's also inertia (I know the platform and technologies for Windows fairly well now), and despite what some people say, the platform is mature and pretty good, like DirectX for example.

  • I get the feeling even in a year or so, if Construct 2 dropped support for XP loads of lurkers would suddenly come out of hiding and complain... XP ain't going away any time soon - but then again a few more years down the line, when XP really is dead, it'd be better if we did ditch XP support. Hmm...

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Ashley

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