Ashley's Forum Posts

  • The last tick, else things might change half-way through and you'd get an unpredictable display.

  • I really like it, but the mouse movement is a bit annoying, just a bit slow and always in straight lines. Can Wink configure that? Still, it's a great way of doing tutorials, added it to the Wiki tutorials page

    One tiny thing, it might not have looked clear in the tutorial that you need to drag the light on to the layers bar to make it go to that layer. The animation just has a moving cursor and doesn't show changing cursors or where you press and release mouse buttons.

  • Does it still happen in 0.98.8?

  • Isn't this what the bone movement is for? Why not just use two image points and get the angle between them?

  • Hmm, maybe that should just be called "Go back one layout", it just goes to the previous layout, it doesn't remember and restore the layout...

  • I actually really like the original. Simple but striking and bold colours.

  • Have you thought about using a circle texture for the particle effects so they're not all squares? Or did you deliberately want that style?

  • If you find bugs, please report them on the tracker.

  • Quicksave should work fine for moving between layouts. That's what it's intended for: you should be able to entirely save and load the state of a game as long as it's the same EXE. Please, report bugs formally through the tracker with .caps etc. if you find a problem with anything. It won't be fixed if you just mention it in passing on the forum.

    I don't see any particular problem with episodic games. You just need to invent a file format and a way of saving and loading between EXEs.

  • Running effects in software doesn't really work particularly well with DirectX: you start to have to move graphics data between the GPU and CPU every frame, which is very slow.

  • Just use some kind of condition to pick one. You could have a private value set to "left" and "right" for each one, then have:

    + Shift pressed

    + Flipper value 'type' = "left"

    : Do something with flipper

    That'll only affect the one.

  • I'm sure modern GPUs are powerful enough to run these filters dynamically, if they are written in a shader. Construct only supports shader model 2 at the moment though, and DirectX 9 only supports up to PS 3. I wonder if anyone's managed to put these filters in a shader yet, and if so, what shader model is necessary.

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  • Sounds like a bug, could you report it with the .cap file which won't run?

  • You can't - Sprite uses the DirectX renderer, which the Application runtime deliberately excludes.

    You can still make your application in the DirectX renderer if you need graphics rendering, but note it will need the relevant DirectX update installed.

  • This is called object pairing. I think you'll find it useful!

    When you run an action, it repeats the action once for each instance. For example:

    + Every 1000 ms

    -> Sprite: spawn bullet

    This will repeat the 'spawn' action once for each Sprite instance that exists, so if you have 5 sprites, 5 bullets spawn. (If the conditions involved 'Sprite' at all, then the action only applies to those which met the event, but when they aren't in the event, the action applies to all of them)

    Similarly, when you say 'Set X', it repeats it for each instance. However, the value of 'GoodBullet.X' is not constant for the repetitions of the 'Set X' action. As it switches between instances of 'BulletParticle' running 'Set X', it also switches between instances of 'GoodBullet', kind of rotating round all the objects pairing them up. This means objects naturally just pair up together, which, more often than not, is useful.

    By the way, you might benefit from putting 'GoodBullet' and 'BulletParticle' in a container.

    Hope that helps