Ashley's Forum Posts

  • I think that's dependent on whether your graphics card supports rectangular power-of-two textures - it might not work on someone else's video card that doesn't support it.

  • This question seems to come up a lot. I guess the point/linear sampling setting is important to a lot of people but it's hidden half way down application properties. How about a prompt like this when clicking File -> New?:

    What graphics style would you like to use for this game? You can change this any time in Application Properties under 'Sampling'.

    ( ) Retro style (point sampling) - hard edges on graphics to retain pixellated look

    ( ) Modern style (linear sampling) - smooth edges for higher quality display, but can make pixel art appear blurry

    ([ ] Don't ask me again)

    Would that be useful?

  • Can you reproduce the crash in a blank .cap? That's absolutely crucial. Complicated .caps with lots of objects are far too complicated to debug, so the first thing I do with .caps like that is try to reduce them to the sole problem on its own. It can take a while though.

  • I think all graphics cards can support 1024x1024 textures, so for greater convenience you can cut textures in to chunks of that size. If you have edges to cover, you can cut them in to say 256x256 squares and they will use less VRAM than another 1024x1024 texture. Basically, the rule of thumb is to assume your texture is placed on the smallest square power-of-two size surface that can entirely fit your image (so 1024x50 size textures is probably a bad idea - it could use 1024x1024 size surface and waste VRAM - but some modern cards might be able to use rectangular power of two and place it on 1024x64).

    But as Davioware said, you'll very quickly run out of VRAM this way. If you want low-end hardware to be able to play your game, you need to be thinking about 64mb cards, of which only 32mb may be available for your game to use (the rest used by OS, other apps etc). It's better to use tiling where you can, and add variations with scaled, rotated sprites for decoration. You can still get an interesting appearance that way, and with a much lower VRAM usage.

    The tiled background object with a power-of-two size texture is a very efficient way to tile an image (it draws as fast as a single texture no matter how much you tile it). You lose that if it's not using a power-of-two size texture though.

  • Personally, I think it's infinitely better to understand why something works and learn from that, than to get something functioning by trial and error and leave it. You'll be far more efficient in future if you understand how things work - if something breaks you'll probably know why, rather than going back to random changes.

  • Sorry about the outage today, we were down for around 12 hours I think. Turns out the payment for the hosting screwed up so the server shut down. Still, we're back now and we're not going away, so don't worry

  • OK, you should be an editor now.

  • I don't think anyone's working on a multiplayer plugin any more, so I don't think there'll be one at the 1.0 release.

  • Read the wiki article on conditions to fully understand how to address the objects you want.

    The basic way events work is to pick an object you want to affect (or as you put it, address) by using conditions. For example, any SpriteA actions in a 'mouse is over SpriteA' event will only affect the SpriteAs under the mouse. If you want to affect just one object, you need to think of the condition or conditions that will pick just that instance. It's a different way of thinking compared to scripting or programming languages - first isolate the instances with conditions, then do something to them - but it becomes natural with some practice.

  • Private variables on a sprite is a good workaround but not perfect, since you have an entire sprite on an object that has a position, angle etc. I've collected a few nice ideas for better handling of variables for Construct 2, but I doubt things will change from as they are now.

  • Did anyone read all that?

  • You can always use a 2- or 3-dimensional array to store additional data, too.

  • We haven't removed any Python features - it's actually been improved recently, so I'm not sure what you're referring to...

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