Ashley's Forum Posts

  • It's a good idea, but I think its fairly low on the priorities list. As mentioned, you can use other graphics editors to pre-process your images for the time being, so we're probably better off spending our coding hours on bug fixes and such, but it'd make a nice addition for post-1.0. By the way, some effects can't be used in the picture editor (like Additive and all other blends, because there's no background image when you're using the picture editor).

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  • You could use a For loop and a Text object with numbers like:

    1,7,19,257,380

    then:

    + Always

    : Set global variable 'found' to 0

    + For "i" from 1 to numtokens(Numbers.Text)

    + Private variable = int(gettoken(Numbers.Text, LoopIndex))

    : Set 'found' to 1

    From this point on, you can check the global variable 'found' to see if it matched.

  • I don't think using cubes (textures off) actually runs any faster: the bottleneck is almost certainly the number of vertices being sent to the GPU, so using a texture won't actually make performance any worse - just reduce the idle time of the GPU. The reason it is off by default is because originally the particles object didn't support textures, and by default I made it act like it did before (ie. drawing squares). Maybe I should make the default use a texture?

  • Cool, hope you get better soon. Just think of how many bugs must have been fixed since you've been gone!

  • Nice use of Fade

  • As far as I am aware, all those bugs are fixed. If not, post on the tracker right away and I'll make it a priority that it gets seen to.

  • File runs OK for me here...

  • My guess is you have V-sync enabled, and your GPU can't keep up with the rendering, so it skips every other frame (or so). What's your video hardware? This means the display is updated at uneven intervals, creating a jaggedy feel.

    Try enabling 'FPS in caption' in app properties, and set the framerate mode to unlimited. If the framerate is still below your monitor refresh rate, the V-sync will make the framerate uneven.

    You could also post your .cap file to see if anybody else can find a problem.

  • If you got that far, then why not just make the 3D game in ordinary Python? A lot of people request this kind of 3D feature, but I think developing 3D games needs scripting and specialist ability beyond the scope of Construct. If something pretty basic like a doom-engine was implemented, it would be nothing more than a gimmick - I don't think it'd turn out any serious games, and it's a lot of effort to reproduce 1993 technology.

    Since Construct is open-source the possibility is that somebody could some day adapt it for fully-3D uses like that, but I'm not interested in coding that - I'll go as far as 2.5D because that kind of 3D is very usable and easy to drop in and easy to code, with real benefits (people have done impressive stuff with the proof-of-concept 3D box object already).

  • Even so, you're really using the wrong tool for the job. If the game didn't look ugly, the code would.

  • Not first-person shooters, no. Construct only really supports 2D gameplay - you can use 3D boxes to make the graphics 3D - but the gameplay, movement, collisions etc still remain based in a 2D world.

  • Ah, I hadn't realised that wasn't working, it definitely should... I'll see what I can do for the next build.

  • Yeah, leave a tracker item so I remember to get back to it.

  • It depends. How do you move the sword? Is it a built in movement or custom events? If custom events, you could add the number of pixels covered to a private variable, and when this exceeds a value (eg. 100 pixels) stop the movement of the sword.

  • That's odd... it works if you move it to the top left of the layout. Post it to the tracker and I'll try get round to it before the next build.