Ashley's Recent Forum Activity

  • newt: despite the shortcomings of our documentation I don't think your original reply was at all helpful. Your reply basically amounts to "give up and go somewhere else". Please stick to answering the question in the thread!

    Anyways, try turning off your antivirus just while you export - it may see a new EXE file being generated and block its creation for security reasons.

    Also, make sure you're exporting to a folder you have permission to access. For example, if you're not an administrator, exporting your game to the root C:\ may fail, because it's access is protected. Try exporting to 'my documents'.

  • Construct 2 is still very early in development - anyone looking for a game creation tool for actual day to day use will probably stick to Classic. However, you should keep an eye on C2, we're hoping it'll overtake Classic one day.

    Krush and others: we are planning a C2 .exe exporter, it's just it's too early for us to tell ourselves when or how it will be developed. So we're being deliberately vague rather than making a guess which might turn out to be wrong. I'm hoping that an .exe exporter turns up much sooner than "a couple of years", though.

  • 1 - is it normal that in the sprites, transparecy isn't supported?

    Full alpha transparency is supported - it's just we haven't got an internal image editor yet, so we launch the system image editor. By default this is Paint, which doesn't have transparency support. Install Paint.NET and you can use alpha.

    [quote:1u97i0ld]2 - when do you think to release the "full version"?

    No idea I'm afraid!

  • Let a zombie bite you. If you can't beat 'em, join 'em.

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  • Lots of programs go for a sort of 2D flowchart view. I never liked it. Moving things around in 2D takes up way too much screen real estate. Lots of other programs do it that way as well (e.g. Unity's new PlayMaker thing, and Scratch and its derivatives like Google Android App Maker and Stencyl), so I don't think Construct has anything to gain by doing that.

  • OK, I'll work on global/local variables for the next build and maybe something to improve collisions a little bit, although not full fine collisions just yet.

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  • That would be a possible solution, yeah. Not sure that Classic does that though because I did seem to be able to reproduce the issue. I think the nearest-pixel-hotspot would be good for C2 if Classic doesn't.

  • The "pixel float" problem is this:

    • the editor places objects at integer coordinates by default
    • objects have a centred hot spot by default
    • objects with an odd width or height therefore actually end on a half-pixel
    • the platform movement push-out algorithm only works to the nearest whole pixel

    This is the same in both Classic and C2.

    For example a 15x15 solid block placed at (50, 50) with a centred hotspot actually extends from (42.5, 42.5) to (57.5, 57.5). That's exactly what you asked for, it's just the math means its edges land midway between pixels.

    The way the platform movement works is like this: when you are falling, you are actually teleporting small distances every tick. When you land on a solid, at first the object doesn't land perfectly on top - it ends up lodged some way inside a solid. The platform movement notices this and starts what's called a 'push-out': it moves the object up one pixel at a time until it's no longer overlapping a solid. Now the player has landed perfectly on top of the solid, but to the nearest pixel.

    This means the platform movement floats only half a pixel above solid objects with a centred hotspot and an odd number for height.

    Then, it's the whim of the renderer how this is displayed: it may round it one way, and there is no gap. It may round it the other way, and there's a whole pixel gap. It may support sub-pixel rendering, which results in a gap which is a 50% blend of the background and the floor colour, which still looks like a gap, but fainter.

    In short, everything is working correctly, but the results are not always consistent or intuitive.

    As I said it's the same way in Construct Classic. It seems pretty minor so I'm tempted to let it go - the solution is pretty tough as well, considering you can floating-point position objects to be, say, 0.117 of the way between two pixels. Getting the push-out algorithm to detect this exactly is tough. It seems better to say it will land you within 1 pixel of the floor. It seems to have done the job OK in Classic. Does that sound OK? Has anyone actually had real problems with the sub-pixel float in games they've made in Classic?

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Ashley

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