Ashley's Recent Forum Activity

  • Construct's the wrong tool for the job for that, you'd do better with a systems programming language like C or C++.

  • Feel free to edit the wiki! That's the point, I want people to edit it, not leave it all to me!

  • I say maximum 5 seconds to keep it quick paced and show off more games - you can get the main point of gameplay/effects/whatever across in 5 sec. Doesn't really matter how it's submitted if it's going to be cut up in to a lo-def youtube video but hi-def would be nice too. I don't really have time to help but if by "official" you mean there's a link to it on the main site, yeah, can do that.

    Your main advantages over the original is you can do hi-def and use the past year's worth of content.

  • Ah, just found an old one we used from an old site backup. Don't know how it disappeared - but I put it back on. Should take effect next time your browser checks for it (not sure how often it's checked, ctrl+refresh doesn't load it).

  • I don't have one to hand. Maybe someone could make one?

  • Oh lol fair enough

  • There's already another group!

  • Hehe, there will surely be more in future though!

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  • Because PNG files are compressed, and textures are decompressed in VRAM (they'd be roughly the same size as uncompressed .bmp files). A compressed image cannot be drawn unless it's decompressed first, which is why they are decompressed in VRAM.

  • Aw, I didn't mean to make you delete it. Sorry if I came off harsh. You're right I'm seeing this mainly from a technical standpoint (I'm keen to make sure all the technical stuff is accurate), but I'm still not convinced it's wise to tell everyone to always use power-of-two textures. If you do, wouldn't people come back with questions like:

    1) Why can I resize an image to a non power of two size then?

    2) None of my art is power of two size. Can I not use it in Construct then? (or, do I have to laboriously resize every single image?)

    Yes, for tiled background the advice is pretty much sound: always use a power-of-two texture if you can. For everything else though, a better lesson is just to know VRAM is separate to memory and usually much more limited - so large textures and long animations don't come for free.

  • Not sure I agree with the basic premise of this article.

    your game will run much slower and behave far more erratically.

    [citation needed] - what do you mean by "erratically"? Isn't the issue you followed up with purely to do with Tiled Background?

    Power-of-two images are pretty much a necessity for tiled backgrounds, because that's the only way you can get perfect seam-free display, and it's faster too. Outside of Tiled Background, the only issue with using a non-power-of-two texture is it uses slightly more VRAM (ie. rounds up to a power of two size as you say). For sprites and other objects, Construct never stretches the textures, just places transparent gutters around the edges, so there's no difference in visual quality whatsoever, the performance will probably be identical if the same number of pixels are drawn, and there should be nothing "erratic" about it. The conclusion should be "be aware you might be using more VRAM for non-power-of-two textures - and remember Tiled Background is a special case", but your conclusion of "always use power of two textures" is over the top. Also, I think GPUs from the past five years or so can all safely handle 1024x1024 textures, since 512x512 is still pretty limiting. Remember Construct often creates window-sized textures for effects and such, so even for a 640x480 game, a window sized texture is rounded up to 1024x1024.

    Edit: don't mean to totally trash your article though it's a fairly important engine point that's worth knowing.

  • I think David's looking in to fixing a related bug in the Xbox 360 controller behavior for the next build.

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Ashley

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