Ashley's Recent Forum Activity

  • Yeah, I love it Great album, especially "Greatest Man Who Ever Lived".

  • You can enter a name for the layout parameter. Also have a look at the system expressions:

    [quote:36v1yo3b]LayoutName

    The name of the current layout.

    LayoutNumber

    The current layout's number.

  • Check out the Wiki references for Families and Attributes; they're designed for different purposes and Families are what you want when you need to use them with picking in the event sheets. The fact objects from different plugins (eg. Sprites and Tiled Backgrounds) can be in the same attribute, but can't be in the same family, makes it impossible to have picking with attributes.

  • 0.99 should be released before the end of the month (probably, maybe, perhaps).

  • Have you submitted all cases in which the object crashes to the tracker? Crashes are always bugs and if not reported they may not be fixed!

  • That's true, a donation should not even implicitly be for anything in return - a chipin style system is more of a collaborative payment for a service rather than a simple donation in the true sense of the word (ie, not expecting anything whatsoever in return). If people expect a certain feature to be finished or worked on after contributing to a fund, that's not a donation, it's a payment, because naturally the contributor would expect to see some kind of result.

    I'm not totally shooting down the idea; I think it's worth bearing in mind, but maybe to overcome this donations/payment split, it could be hosted on a different site as a more commercially oriented project. Then there would be no confusion whatsoever as to which is which.

  • You can't pick Attributes in the events. You want to use Families for that.

  • Mipey: did you run the full installer with the VC 2005 redist install?

    Microsoft describes the August 2008 update as an "optional update" to DirectX 9, which makes things frustratingly complicated. DX11 does not mean you have optional updates for previous versions of DirectX. I was hoping they'd start fully including all the components... they might throw it in the final release... but argh, the headaches this has caused us. Stupid redistribution!

  • FYI we're not rolling in donation cash; in the past it has covered things like upgrades to the UI library (which we have to pay for), hosting and the domain name, but we haven't personally pocketed any of it yet. It's nice to cover the project's own costs without us having to pay out of our personal pockets, though, and it's still a nice motivational booster when we do see a donation.

    ChipIn probably won't be necessary for the near future - we need to finish the 1.0 Windows branch before we think about any other porting. It's an interesting idea but I think it would have to be dealt with extremely carefully. If done wrong, we could end up looking like a commercial venture or something just for financial benefit of the developers, rather than a public open project.

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  • So I;ve got a question concerning making the sprites. I am trying to make the sprite look smooth(vector-like) however i see a problem that might arise from the anti aliasing of the outside line of the sprite and I know that in COnstruct I might get same weird whith gray surrounding the sprite.

    You should never get gray surrounding the sprite: Construct uses premultiplied alphablending, which avoids this. The best way is to take advantage of the alpha channel and use soft edges to your sprite. If done right you can do a lot of scaling before it becomes noticable. Don't forget to leave a 1-pixel transparent border around the sprite (shift+crop) to prevent "hard edges".

    [quote:28jrftlt]I could also think of making the sprite size in PS twice the size i itend it to be then put it on consturct then just decrease the sprite object with that sprite texture. I believe it smoothens it but still I'm not sure how it is compared to the effect plugin performance-wise.

    Shaders can affect performance quite badly, and not all graphics cards support them, so you should avoid them wherever possible. Your first idea, however, could work: large textures scaled down use mipmapping for high quality resizing, and if you zoom in or scale up, you actually increase the detail, which is nice. Still, if it looks similar to just using alpha blended edges, you may as well use that, because drawing images larger uses more VRAM.

    Just a quick technical note: it is wrong to call Construct's smooth rotations/scaling anti-aliasing. It's not, that's a different algorithm which improves resolution. It's actually called bilinear filtering, and it's a lot faster than anti-aliasing, but it doesn't improve resolution - it basically just smooths over hard edges.

  • Set velocity to velocity * -1

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Ashley

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