Ashley's Forum Posts

  • Actually, I just made a small sample myself that plays a XAudio2 object and it crashed. So there's the problem.

    Hmmm... you do have a sound card, right? Does it just crash straight away or does it crash when you try to play a sample?

  • Deadeye, can you send him a version of the game with the XAudio2 object deleted from all layouts and see if that works?

  • No, that's the Construct runtime wrapper message for when something crashes, so you don't get the 'please report this message to Microsoft' message. It could be anything... they definitely have up to date DirectX installs? Did you build it with the latest version of Construct? Does it crash on just Vista/XP/any other specifics?

  • That's a good example, but it's framerate dependent. If you run at twice the framerate, you move twice as quickly towards the scroll location. That might not matter that much for scrolling, but if you want the same thing for important gameplay elements, this is the framerate independent formula:

    lerp(ScrollY, Sprite2.Y, 1 - 0.0001 ^ TimeDelta)

    0.0001 is the number to change for how quickly it goes. Smaller makes it go faster.

  • Replace the collision event with

    + On collision between Ship and Red Square

    -> Ship: set XMov to Ship('XMov') * -1

    -> Ship: set YMov to Ship('YMov') * -1

    I think that's what you want

    Use -0.5 instead of -1 and you'll bounce back with half the velocity you hit it, and so on. Hopefully you can probably work it out from there.

  • Add a small invisible sprite just beneath the player's feet - if that is overlapping the ground, the player must be on the ground.

    To check if the physics behavior has come to rest, check that both the X and Y velocities are close to zero. Mind out that it might not exactly equal zero - it might just have a very small velocity. Have some kind of threshold at which you consider the object at rest, like abs(X Velocity) < 0.01 or something.

  • Really sorry to hear the bad news. Hopefully everything will work out in time.

    You'll always be welcome back here, so no need to worry about us!

  • Hey Ashley, there's a lot of people in my compo thread reporting that the game has no sound and crashes for them during sound-related events. I've asked them to post their OS and specs and stuff. Anything I can tell them that might help in the mean-time?

    Have they definitely got the August 2008 DirectX update? It ought to prompt if they don't have it, but they might be missing some of the files (like XAudio2_2.dll) if they've tried to get around the check by pasting in d3dx9_39.dll to their system directories. Ask them to install the latest DirectX end user runtime.

  • Great game Deadeye, beautiful artwork in the intro! I wouldn't just leave it because you've submitted it, you can always update the little bits, add a level or section or two, and re-release/update it. Now that you've come this far, it'd be a shame not to!

    I'm going to try out The Lake (I'm really interested to see what people are making in Construct). It's nice to see the first few completed games made in Construct emerging. Also, I might have to open a 'Games made in Construct' section on the main site. Do you mind if I put This Cursed Rock on there if I did that?

  • Great artwork, from the golden age of high-colour 2D graphics. Also a great article on coming up with original game ideas.

  • Technically it probably does relate to the energy before and after a collision, but you can fake it since in the physics engine it'll probably always be proportional to the momentum at the point of the collision. Momentum is speed * mass so you only really need something based off that, I think.

    However, you probably want the relative speed for calculating damage. If you're going at 1000 px/sec to the right, and you collide with something going right at 900 px/sec, that's a 100 px/sec collision speed, not 1000 px/sec collision speed (factor of 10 difference!).

    The result formula for A colliding with B (pseudocode) probably looks something like

    0.1 * distance(0, 0, A.XVelocity - B.XVelocity, A.YVelocity - B.YVelocity) * A.Mass

    where 0.1 is your 'fudge factor' (since a damage value just involving speed and mass is probably a really big number)

  • Appaerently, syntax Cond?ValIfTrue:ValIfFalse crashes at my machine. Is this a bug?

    Yeah, crashes are always bugs What expression are you using that crashes?

  • Yeah, the spread values stuff is basically a long way of doing for-each (a system condition). You might be interested in for-each-ordered too, where you can change the order in which the objects are looped. A single 'for each' condition is basically the same as the 'On loop "i" / pick object whose value A = loopindex("i") event, without the spread values/variables/separate event cruft.

  • Yeah, please keep to English on the forum. I don't need to keep going to google translate to make sure people aren't slagging each other off in different languages - not that you would, but, you know, no reason not to keep to English.

    But hey, happy thanksgiving

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  • No Turkey for me, never quite understood where it came from or how religious it's meant to be. Still, to whoever's celebrating it, happy thanksgiving