Ashley's Recent Forum Activity

  • Mipey: did you run the full installer with the VC 2005 redist install?

    Microsoft describes the August 2008 update as an "optional update" to DirectX 9, which makes things frustratingly complicated. DX11 does not mean you have optional updates for previous versions of DirectX. I was hoping they'd start fully including all the components... they might throw it in the final release... but argh, the headaches this has caused us. Stupid redistribution!

  • FYI we're not rolling in donation cash; in the past it has covered things like upgrades to the UI library (which we have to pay for), hosting and the domain name, but we haven't personally pocketed any of it yet. It's nice to cover the project's own costs without us having to pay out of our personal pockets, though, and it's still a nice motivational booster when we do see a donation.

    ChipIn probably won't be necessary for the near future - we need to finish the 1.0 Windows branch before we think about any other porting. It's an interesting idea but I think it would have to be dealt with extremely carefully. If done wrong, we could end up looking like a commercial venture or something just for financial benefit of the developers, rather than a public open project.

  • So I;ve got a question concerning making the sprites. I am trying to make the sprite look smooth(vector-like) however i see a problem that might arise from the anti aliasing of the outside line of the sprite and I know that in COnstruct I might get same weird whith gray surrounding the sprite.

    You should never get gray surrounding the sprite: Construct uses premultiplied alphablending, which avoids this. The best way is to take advantage of the alpha channel and use soft edges to your sprite. If done right you can do a lot of scaling before it becomes noticable. Don't forget to leave a 1-pixel transparent border around the sprite (shift+crop) to prevent "hard edges".

    [quote:28jrftlt]I could also think of making the sprite size in PS twice the size i itend it to be then put it on consturct then just decrease the sprite object with that sprite texture. I believe it smoothens it but still I'm not sure how it is compared to the effect plugin performance-wise.

    Shaders can affect performance quite badly, and not all graphics cards support them, so you should avoid them wherever possible. Your first idea, however, could work: large textures scaled down use mipmapping for high quality resizing, and if you zoom in or scale up, you actually increase the detail, which is nice. Still, if it looks similar to just using alpha blended edges, you may as well use that, because drawing images larger uses more VRAM.

    Just a quick technical note: it is wrong to call Construct's smooth rotations/scaling anti-aliasing. It's not, that's a different algorithm which improves resolution. It's actually called bilinear filtering, and it's a lot faster than anti-aliasing, but it doesn't improve resolution - it basically just smooths over hard edges.

  • Set velocity to velocity * -1

  • Man, those both look great

  • My entry! Done in just under an hour. Try to hoverboard to the end of the level in the fastest time possible. What's the fastest you can get??????? 9.43 seconds my best!

  • It's an interesting idea. It raises some questions in my mind though. How would we determine the "cost" of a feature like a Linux port? I guess we could estimate the hours work and the hourly wage, but what if we turn out to be way off the mark? Do we collect the total cost upfront or work as we get funds? What if we start work and donations dry up half way through, do we just give up on the work we've already done or what? What if we collect upfront but then run out of time because we're only spare-time developers and may have other commitments? Will we have angry users who donated but arent getting results as quickly as they wanted?

    I can see things potentially getting ugly whichever way we organise this. It needs some careful thought. What do you think?

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  • Object[Bullet].Travelled > 50

    >Set angle to Object.Angle - 40

    Result: keeps spinning.

    Add the 'trigger once' condition below the comparison. The bullet will still have travelled more than 50 pixels every tick after it first reaches 50 pixels, so it keeps running the event every tick.

    As Arima said, you have to be careful making direct comparisons to numbers like that. If the distance travelled was 49 one tick then 51 the next, your event never runs. Even if it has travelled 50.000001 pixels one tick, the event would not run.

  • When rendering to a layer texture, yes (ARGB format), but when rendering to the backbuffer/display, no (XRGB format, A is ignored).

  • Yeah, the 'travelled' expression in the bullet behavior retrieves its distance travelled.

    The range exceeded thing might be a bug, can you reproduce it in a new .cap?

  • You could take a quick look at the Rain demo. It's not exactly what you want, but the puddles are reflective and show clouds in the sky in them.

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Ashley

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