Ashley's Recent Forum Activity

  • Can you post all your events? Are you sure you're not disabling the group with the trigger in it?

  • Huh... I've no idea where that shader came from! Davo, did you write it and break the light?

  • Are you giving them appropriate names? I usually find well-named variables don't need any notes...

  • How is what you propose different to an ordinary container?

    If an object in a family is also in a container, the whole container spawns, destroys and picks with it. Containers always spawn and destroy as a whole, you can't ever create a single instance of an object without its associated container types.

  • Global sprites shouldn't go invisible - marking them global simply means they don't destroy at the end of the layout, and that they appear in all event sheet editors.

    The global XAudio2 thing is a known problem - running a layout won't create it because the object is on the first layout. The best solution I can think of is to have two global variables, 'debug' and 'layout' - have on start of layout on the first layout, if debug = 1, jump to layout global('layout'). Then always preview the entire application, and to preview one layout, set the global variables.

  • Directsound was removed from the insert object dialog in the last build, but is still included for opening old files.

  • Effects run by being rendered to a window-sized render target, then transferred to the back buffer. The area processed is the object bounding box. So your texture coordinates are just the area of the bounding box in the window-sized texture. You can use the parameters detailed here to find these values in the shader.

    Construct does all vertex calculations in software so there is no need for any vertex shader, although this means you may have to adapt the code.

    You can set render states etc. like normal in shaders. Check out the additive (PS 0.0) effect, all it does is change render states (which is what 'PS 0.0' means - render states only).

  • Please, if you modify shaders, call them something different, or we'll end up with horrible compatibility issues (it'll probably crash if you make an event setting an effect parameter, and send it to someone with the non-modified shader).

    The problem with that modification is blur intensities less than 1 waste processing time, because more samples than necessary to achieve the effect are made. Above it and yes, you get weird aliasing errors. That's why there's been no blur intensity built in. It's possible to do a cheap, quick blur, which is *much* faster than the blur shaders (atm theyre the slowest shaders), but I need to make runtime modifications to make it possible.

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  • while Sprite.x<640 then add 1 to Sprite.X

    That's pretty much what it looks like in event form too:

    + While

    + Sprite.X < 640

    -> Set Sprite X to .X + 1

  • This is by design - changing an objects visibility does nothing more than stop drawing it. If you wanted an interactable invisible object, you'd be stuck if it automatically made them noninteractable.

  • Congrats for getting a mention

  • i really don t understand how construct works.

    Have you tried a tutorial?

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Ashley

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