Ashley's Recent Forum Activity

  • Directshow (the API behind Play Music) doesn't seem to support looping directly, so I've implemented looping music as checking on a timer if the music has stopped, and if it has, restarting it. Obviously this will never be seamless. If you want seamless, go for OGG, or an xWMA encoded WAV, and play it looping on a reserved channel.

  • The wiki article says the performance benefits are small (~5%).

    I guess if the operating system/software isn't clever enough to spread memory over two physical sticks when less than 512mb is in use, then you get zero benefit, since it'd all be on one physical stick anyway.

  • Beautiful, Davo

  • Sounds over 3mb will not be cached. They have to be loaded in to memory so they can be played, but when they finish, they're freed from memory. The next play will go back to disk to load it again.

  • I think the easiest solution, without having to write lots of backwards-compatibility or importing code, is just to hide Directsound from the insert object dialog. Then you can open old .caps, but nobody will ever insert Directsound in to a new file.

  • [quote:ylkky4wy]You know, the more I think about bounded scrolling... rotating and zooming seem to be implemented with unbounded scrolling in mind

    You're right, really - there are some relatively tricky problems with bounding and zooming/rotating. Firstly the maths becomes a bit of a headache with bounding limits. Secondly, you have to think about layers, which is the cause of the bounded zoom not working as you want. It's a known problem - it works fine in the middle of a large layout even with bounded scrolling, it's only when you come to the edge of the layout. Since you can zoom layers independently, then zoom the entire display, if you zoom in to 200% the display could be zoomed to 50% which means you still have to have the usual bounds. When bounded scrolling is on, it should never display anything outside the layout boundaries. It's possible to detect this situation though, so I can probably fix it (it's just a bit boring, heh).

    The 180-degree quirk is a rounding error, yes. I thought I fixed it, but I guess not - when you rotate the screen 180 degrees the math sometimes has rounding errors like being 0.00001 of a pixel outside of the layout, which counts as outside the layout, which means go back to 0 degrees. Again annoying to fix. Of course the easiest workaround for all in the mean time is to use unbounded scrolling, and add your own scroll boundaries (possibly just as solid objects or something the player can't move past).

  • for example is 'Compare private variable' condition evaluated for every object of the required type every cycle, or only when the variable actually changes

    All events except triggers are evaluated every cycle for each instance. It still performs very well. Also, often events don't impact performance anyway.

    [quote:xuxvomh8]On the other hand, this "scroll first, zoom later" thing seems a bit counterintuitive

    Huh? What do you mean? As far as I know, zoom works relative to the scrolled position, so at any zoom level with unbounded scrolling, the object you are scrolling to should always be in the centre. Maybe there's a bug stopping that from working normally. Upload a .cap perhaps?

    [quote:xuxvomh8]

    Split screen games aren't currently supported, unfortunately, and as far as I know there's no way to do what you want with multiple views.

    Aw, it's a pity. Well, Rome wasn't built in a day... By the way, is it possible to implement it as a plugin via SDK?

    It could probably be done, but the runtime would need a few changes. I was hoping the Layout object (which can display a different but not the same layout) could be upgraded to do this soon.

    [quote:xuxvomh8]I could add it to the wiki, if you like

    Please, feel free to edit the wiki. The more people add to the wiki the more time I can spend coding instead of documenting. You'll need a SourceForge account to edit (and I need to pre-approve you so let me know your SF username).

  • I think only certain motherboards support it. Check the features/manual/whatever, it should tell you if using two RAM sticks instead of one is faster. If it doesn't support it, I guess it wont make a difference.

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  • Looks like a bug in the box-on-fine-collision test. For now, just use per pixel for both as a workaround - the performance is still very good with per pixel.

    Can you submit it as a bug to the tracker?

  • Yeah I like dkdoom's versions, I'll make it an option anyway so it won't change the default.

  • XAudio2 was only recently released in a DirectX update, so we kind of have to guarantee everyone has the latest DirectX so sound can work. Also, newer DirectX updates have newer D3DX builds which have bug fixes. Still, the more time that passes by, the less of a problem it'll become. I might be able to figure out a way to compile the runtime with the DirectX update built in so it wouldn't be a problem.

  • Done an article on Construct keyboard shortcuts. See it here:

    Keyboard Shortcuts

    (That's not https this time )

    Even I didn't know a few of these, so check them out! One or two (involving the Enter key) are implemented in the next build, so they won't immediately work in 0.98.3.

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Ashley

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