Ashley's Forum Posts

  • Maybe, but it's a reasonable amount of coding when it works fine with unbounded scrolling enabled and the display zoomed to 200%.

  • Ash, so are you saying my layout must be 640 and i must live with a centred zoom?

    No. Try it. Unbounded scrolling stops the centred zoom.

    I'm thinking you could override OnSize and do a resolution switch to the nearest available res? Perhaps a runtime setting.

    That would keep the window at 100% zoom. If you deliberately want the display stretched, and the runtime is drawing a screen one size and the window is another size, DirectX always linear-filter stretches the drawn screen to the window size. This could be worked around by always drawing at the same size the window is, but then doing some manual stretching somewhere in the rendering process.

  • Yes, make a 640x480 window, zoom to 200%, and enable 'unbounded scrolling' in the layout properties. The layout boundaries affect zoom at the edges of the layout. You'll need to come up with your own way of doing scrolling boundaries, perhaps just impassable obstacles around the edges.

  • Hey everyone, time for our monthly update of whats happening at Scirra. Happy new year! We've been busy - we had three builds out in December, 0.98, 0.98.2 and 0.98.3. Being the winter holidays, most of us have plenty of time on our hands, but as semester time comes back around again, things might slow up a bit more. (For those of you that are new to the community, all us developers are students!) Also, builds will only be posted on the forum at first, and providing there are no serious new problems, they'll be posted to the front page and start informing old users there's a new version available, a day or two later. This should help avoid the problems with last-minute things breaking and constant updates that we suffered a bit with 0.98.

    After 1.0, we'll split Construct in to stable/unstable branches, so that users who don't check the forum only get stable builds coming around. Most other open-source projects I know of work like this as well.

    We're likely to have a few minor 0.98.x builds before moving on to 0.99, which will be the last major version before we move on to release candidates.

    Server moved

    In the past month we had a few problems with our server - we ran out of bandwidth, so we've up and moved the whole site to a server hosted by Gullanian. Thanks Gullanian! The bandwidth allowance on the new server still isn't huge though, so we'll still have a problem if the site starts using even more bandwidth, but hopefully we're good staying put for now. Everything should be back to normal now including site links, emails and the forums - if you notice any problems let someone know!

    Chat

    We recently added a chat to the forum. It's been great to chat in person with Construct users, so stick it in your bookmarks and drop in from time to time

    (Note: I don't think a chat link appears in the top navigation bar of any of the themes except for the default one - it's still there and you can still use it on other themes though!)

    Documentation

    In the run up to 1.0, we need to have full, comprehensive documentation, and a good set of tutorials aimed at complete beginners. There have been some excellent contributions to the Wiki recently from all parties involved, so thankyou! Please, do feel free to get stuck in and edit the wiki if you want to help - it means us developers can spend more time writing code and fixing bugs, instead of writing documentation. Remember, if you want to edit the Wiki, you need a SourceForge.net account, then you need to log in to the Wiki so it knows you exist, then you need to post your SourceForge username in this thread. It's a bit of a pain having it work that way, but it's how the SourceForge-hosted wikimedia software works (they don't, for example, allow anonymous edits). Thanks to all contributors, every little helps!

    Well, that's all I can think of for now, next update in February!

  • There's that, and more, in the Expressions wiki page!

  • It does.

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  • Sounds interesting. How does your 'Play game online' thing really work? Construct has no online plugin, just export to EXE, which as far as I can think, means downloading the game before you play.

  • Yeah, I'll see what we can do. Eventually all objects and behaviors will be on CVS, but it's a lot of work.

  • DEP is Data Execution Protection. I think it prevents certain parts of memory being run as code, to stop viruses. I'm not really sure what it is or how to turn it off, so I'd go to Google. Even if turning DEP off fixes it, I've no idea why - none of the plugins do anything particularly unusual with memory or code.

  • random(9) returns 0-8, so unless your sounds are ric0, ric1, ric2 etc, you want to add 1 to that. Also, the & operator is better for combining strings and numbers in to strings. Try using the filename:

    "richochet" & (random(9)+1) & ".wav"

  • When you press R, you could set a flag to disable shooting, and use 'Call function after delay' in the function object to call, for example, "EnableShooting" after 1 second.

  • Sounds like a submission to the bug tracker in the making. Are the objects locked? Have you tried right-click, unlock all?

  • If you stretch the window, DirectX does an automatic stretch with linear filtering. That cannot be changed, DirectX doesn't support it (don't ask me why it's like that). The best thing to do is to make your window the true size in application properties, then zoom the display to 200%. With point sampling on, you should get everything double-sized, and nice and pixelly.

  • Events are highly optimised. Events which operate on just a handful of instances often run in negligable time (with a few exceptions, like RTS movement's 'move to' actions, which run a fairly CPU-intensive pathfinding search). To get events to be the cause of your application's slowdown, generally you'd have to make something which repeats tens of thousands of times per tick. That could be a for-each, or an action applying to a lot of instances, etc. Also read up on how the CPU and GPU work in parallel in Optimisation Tips.

  • No, we haven't coded any easy way to do plugin-converting yet. Besides, I don't think there's an exact 1:1 mapping for Directsound to XAudio2 features, so it's probably not possible in the first place. Also XAudio2 has several new features in areas like caching, which ought to be taken advantage from the beginning, not used in a Directsound-style way.