Ashley's Recent Forum Activity

  • Sounds like a bug, could you report it with the .cap file which won't run?

  • You can't - Sprite uses the DirectX renderer, which the Application runtime deliberately excludes.

    You can still make your application in the DirectX renderer if you need graphics rendering, but note it will need the relevant DirectX update installed.

  • This is called object pairing. I think you'll find it useful!

    When you run an action, it repeats the action once for each instance. For example:

    + Every 1000 ms

    -> Sprite: spawn bullet

    This will repeat the 'spawn' action once for each Sprite instance that exists, so if you have 5 sprites, 5 bullets spawn. (If the conditions involved 'Sprite' at all, then the action only applies to those which met the event, but when they aren't in the event, the action applies to all of them)

    Similarly, when you say 'Set X', it repeats it for each instance. However, the value of 'GoodBullet.X' is not constant for the repetitions of the 'Set X' action. As it switches between instances of 'BulletParticle' running 'Set X', it also switches between instances of 'GoodBullet', kind of rotating round all the objects pairing them up. This means objects naturally just pair up together, which, more often than not, is useful.

    By the way, you might benefit from putting 'GoodBullet' and 'BulletParticle' in a container.

    Hope that helps

  • There's always QueryPerformanceCounter, which is accurate to microseconds, and available to any C++ program. Construct uses it.

  • Construct already uses 64-bit floats in the event engine. Positions, angles etc. are stored as 32 bit floats since that's generally all that's necessary for sufficient precision, and I think the Physics engine uses 32 bit floats as well, for efficiency.

    • Post link icon

    Bug reports from anonymous users are now no longer allowed. You must register a SourceForge account and submit your bug report from there.

    We receive a lot of anonymous submissions and sadly, a lot of them cannot be reproduced by a developer, or contain incomplete or ambiguous descriptions. In these cases, we need to contact the submitter in order to solve the problem. When the submitter is anonymous, it's impossible to contact them unless they come back and check the report, and in nearly all the cases I have seen, the anonymous submitter never returned to the bug report.

    We'd rather these problems were fixed than left closed due to being incomplete, therefore, you must now submit from a registered SourceForge account.

  • Put it on a layer with "Force own texture" enabled and it will cut a hole in the layer.

  • I'm sorry this happened, but Construct is beta software, and so long as it is, we can't really guarantee it's not going to explode. This can even happen in other mature software releases as well, so I guess you learnt the hard way, to make backups, and not to assume that any backups are done for you. Sorry.

    Still, all such cases should be reported on the tracker - if you find something you undo and redo and it screws up the cap, obviously that's something we desparately want to fix so it doesn't affect anyone else - a good bug report with reproduction steps will help there.

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  • Crashes are always bugs. Better put it on the tracker.

  • Oh, btw, is there a way to check how much fps we get for the runtime? That'd be helpful for debugging and making sure that the thing runs even on older hardware.

    Enable 'FPS in caption' in Application Properties. However, exported EXEs won't put the FPS in the caption, only the preview. You'll need to show FPS in-game for other people to know their FPS, or use a program like FRAPS to tell you.

  • For now you can try simulating a layer effect with a window-sized canvas object and 'grab layout before drawing' enabled.

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Ashley

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