Ashley's Recent Forum Activity

  • + Key is down

    -> Set height to .Height + (100 * TimeDelta)

    This increases the height by 100 every second while the key is down. Porlo's snippet will depend on the framerate.

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  • This ought to be on the bug tracker. And please, don't forget to specify which group in which event sheet!

    I can't reproduce any problems at all in this .cap, so I think it's fixed in 0.99. I fixed a crash with the collisions engine when one of the object dimensions was not a number (NaN or -1.#IND)

  • I think this argument is completely ridiculous. As I said before, it won't happen before 2.0, but I think layout variables are a good idea and we can fairly easily implement them next time around for 2.0 without occupying much time. If you don't think they're useful you can completely ignore them. If you like the idea you get the benefit of having them.

    In the meantime using a small sprite is a perfectly acceptable workaround. The VRAM argument is irrelevant. The runtime could easily allocate 16mb of VRAM internally depending on what you're doing. Having a 32x32 sprite to store some private variables will occupy about 4kb of VRAM. It's like trying to save 10 CPU cycles on an event when the object selection routines use 10s of thousands of cycles, or a simple CPU branch mispredict might take 20 cycles. Have some perspective!

  • As rich said, just subtract 1 from the loop index... or use a For loop from 0 to whatever number you need...

  • Hey everyone,

    Our site's starting to show its age, and since the project has come a long way, our needs for the site have changed too. We're inviting you to redesign the main site located at http://www.scirra.com.

    The original site was basically modifications of a single template, but we'd like something better than that now, so we're asking for a full website design. We'll be approaching 1.0 soon after the 0.99 release, so it'd be nice to have a new site by then (that's probably several months though). Also, no need for any coding - we're happy with a static site still - so no worries about PHP, ASP or any of that.

    Here's a summary of the sections we think we'd like:

    Front page

    • Key things to mention: Construct is a free, open-source game creator with drag+drop/no programming, developed by volunteers.
    • Logo (you could also have a shot at redesigning it if you want, or talk to David to get the logo in new formats)
    • Hi-res images
    • Some key features advertised
    • Clear download link to latest stable build. Maybe a link to forums too
    • Latest news

    Features page

    Lots of features to advertise: the Unity3D site does this really well with a grid. Something which can feature all the important things like that. Sub-pages for each individual feature with lots of images and description.

    Screenshots page

    We'll come up with a wide variety of screenshots, much more than what's currently on offer.

    Creations page

    List of Construct-made games and applications. We'll try and get some real games instead of tech demos listed there, with links to creator's sites. Should feature colourful screenshots and game features.

    Download page

    Prominently display the latest stable release to download. Somewhere less obvious have the latest unstable build linked, but make it dead simple for a visitor in a rush to click the stable one.

    Support

    The old 'Learn Construct' section, with clear listing of all available resources, tutorials, wiki documentation, etc.

    Community

    Links to forums, the phpBB chat, and other Construct related sites.

    Development

    • A 'Get involved' section. "Find out how you can help the Construct project". Things like encouraging plugin development, bug reporting, writing documentation, promoting and publicising, tutorial writing, making games for the creations page, mentioning you made your games with Construct, etc.
    • A bug reporting section with information on the tracker, how to submit, etc.
    • A section with information on how Construct is developed, the codebase, CVS, plugin SDK, technical documentation and so on. Link to the sourceforge page here.

    About Scirra

    Who's on the team and some contact information.

    We'll be happy to have the designer's name and website link in the footer as we currently have. Sadly, though, being a free open source project, we can't offer a full payment for the work involved, but we can offer a token sum to show our appreciation, paid from the Scirra donations fund.

    First of all, I think it's best if we start off with some mockups. If you're interested, come up with some screenshots of some of the site pages to give us a feel for the look, or upload some mockup pages. Then everyone can give their comments, feedback, what they like/don't like etc here in this thread. Also, if you think we need some different pages or changes to the site structure, get your thoughts in now!

    Some sites we like, for your inspiration:

    Visual Studio 2010 on Microsoft.com - beautiful layout & images.

    Unity3D.com - Great site which really sells the product, and looks appealing too.

    nVidia - another well done site, but unlike the front page, we don't really want any Flash on the site.

    Thanks for any input!

  • This would potentially also help with the font rendering, right? Cause it won't render font itself, but bitmaps as text.

    Yeah, there's no reason bitmap fonts wouldn't look perfect. It's the DirectX font drawing system that sucks with antialiasing.

  • What's your actual video card model?

  • I don't think us devs will have time for a project like this for a while, it'd be a good one for a 3rd party dev to go for.

  • Davo can say for sure, but I think he said he'd fixed some of the problems with Python in the next build.

  • Yeah I tend to use small invisible sprites off the layout for holding variables (a single sprite with a small image will use a negligable amount of VRAM, don't worry about it). Layout variables would be a good idea, but it'd be complicated to add now. It'll probably have to wait till Construct 2.

  • It would be difficult to get all the information under "Supported file formats" in that space, with the different WAV codecs built in, how to check the codec, the full in-memory decompression of OGG files which might be undesirable, and the way Directshow codecs work for 'Play Music'. It's all kind of important, and it might be misleading to omit any of it - if OGG isn't listed there as a supported file format, for example, a user might assume it is not at all supported, when in fact the decompression thing isn't an issue if the sound is short (like most sound effects). If it is listed, they might wonder why a lot of memory is used if they load in a music track with it. And to be honest, looking it up in the documentation is kind of the usual place to go to find out this stuff, and since you've looked at it once, you now know. Or you can bookmark it for reference.

    The tip at the top is useful to summarise what a parameter is for, but I don't think it's a substitute for complete documentation.

  • I'm not too keen on the look. I can see why people really like it, and the stills look really nice, but in motion the post processing doesn't seem so effective. Looks like cover everything in square particles + soften + bloom or something along those lines. It's all a bit random and doesn't give the impression of a texture or type of surface, it's too abstract. What do you think those walls would feel like if you touched them? Still, the gameplay idea sounds really cool.

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Ashley

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