Ashley's Recent Forum Activity

  • I don't think so - I think it'd be less elegant! You'd basically have extra icons in the event sheet editor for each type of plugin representing "all" those objects. They would basically useless, because they are too general - eg. actions in the "Sprite" class runs on ALL sprites, which is too broad - it'd include your UI sprites, effects sprites, terrain sprites, as well as players, bullets, enemies etc. etc. And then its functionality is identical to having added all those objects to a family anyway, but with the limitation you can't make it not apply to certain types of sprite. So it is actually less flexible, not to mention large changes to the runtime and event sheet editor to support this, which is hard work and would create new bugs. So I insist - just use a family!

  • I think that only older cards don't support other than power of 2 but newer should be ok. But yeah rezising to 1024 is good option

    That doesn't matter really, Construct puts it on a power-of-two size texture if non-power-of-two textures are not supported. I think really really old cards might have a limit of 1024x1024 textures, but then they couldn't even make a texture the size of most modern monitor resolutions.

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  • I think the Box2D engine limits it to that itself. It's not a limit imposed by the plugin.

  • You mean you want the object to be lightened by the filter?

    You cannot do that with the filter property, it only supports reducing colour channels. Use the tint plus effect to boost colour channels.

  • As GMG said it will probably behind-the-scenes be put on a 2048x2048 surface, but I think most modern graphics cards support textures that size and have enough memory to fit that in. Be careful though, you should only use one image that size if you can, if your game has lots of them low-end graphics cards will quickly run out of memory.

  • Does it run multithreaded to take advantage of multicore CPUs? AFAIK Box2d doesn't and is losing out on a massive performance boost on top end machines these days because of it. I'd certainly consider a multithreaded physics engine.

  • What's wrong with using a family and the for-each with a condition to test the layer?

  • I think he means

    + For each Sprite

    + Sprite is on layer X

    is exactly equivalent to 'For each object on layer X', which is what you want.

  • Classic

  • It originally wasn't done because it raises problems such as objects being destroyed (and then if all the objects got destroyed should the function still be triggered?).

  • There are a couple of factors to think about here - like DirectX 9 is shipping built-in to Vista and 7, making games for XBox would require DirectX, etc... but there's no reason Construct 2 couldn't have both an OpenGL and DirectX renderer.

  • That's a special case designed for the function object. It sets the flag to enable undefined expressions. If the user types an expression name in the object which is not recognised, the runtime calls ExtObject::ReturnUndefinedExpression with whatever parameters were passed to the expression - so there can be any number, and any type. The one after the last parameter in the params array passed to every action, condition and expression always has a type of EXPTYPE_NULL, therefore the parameters can be dynamically counted and retrieved.

    I don't think this is supported by ordinary expressions I'm afraid.

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Ashley

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