Ashley's Recent Forum Activity

  • Try doing it when timer equals 500ms or something instead. That should work OK. I'm guessing it's just start of layout that doesn't work.

  • It was two lines in the source code, heh. All I had to type was this:

    		// Family passed: pick a random sub-type
    		if (pType->IsFamily())
    			pType = pType->teams[(unsigned int)(Random() * (double)pType->teams.size())];[/code:8mcyr0hx]
    
    No problem to add little things like this
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  • Yeah, I can get Physics going in pixels-per-second when I figure out the math, but it would change every existing .cap...

    You divide by timedelta because you want to apply a total-force-per-second, not a force-per-frame. For example (picking easy numbers), say you want to apply 10 newtons/second of force. At 1 fps, that's 10 / 1 = 10 newtons per frame. At 2 fps, that's 10 / 2 = 5 newtons per frame, which adds up to 10 newtons per frame again.

    Physics itself is a bit fussy about floating point precision and framerates. Generally it's stable in the 30-120fps range. Outside of that I think you'd start getting weird rounding errors in the timestep.

  • There's no issue to having as many angles as you want in Construct (or shouldn't be, anyway, unless there's a bug). Hopefully we can get this implemented.

  • One day I'll remember the http thing...

  • Allow multiple decks. This probably shouldn't be runtime-editable because removing a deck in mid-air is messy and underdefined. A property "number of decks" that defaults to 1 seems more plausible. Also, I don't expect users to want to know which specific deck a card came from; so a "draw pile" with two decks could simply(?) have two copies each of the numbers 1..52.

    Couldn't you just use separate Card Game objects?

  • Really, that's how you made the grass? I really like the effect.

  • The spawn/create actions weren't designed to create families. I didn't think they even showed families as a type you can pick, but I guess it does. I'll add the functionality you want for the next build then. If you have A, B and C in family F, and you spawn F, you get a random A, B or C.

  • I'm not sure, but I think I heard somewhere DirectInput's status is 'on-the-way-out', a bit like Directsound. There's a new XInput API, but it only seems to support Xbox 360 controllers. Still, something to look in to for a joystick plugin.

  • Aeal: Directsound actually used identical code to play music, so it probably has the same problem...

    Border: if anyone plays your game with Directsound on Vista, it probably just won't have audio. XAudio2 works on both XP and Vista. Also, looking further forwards to Windows 7, it will also not support Directsound, and WILL support XAudio2.

    So I've been trying to get everyone to use XAudio2 as soon as I figured that out, because a year or two down the line, Directsound will be seriously useless.

    Would anyone be affected if Directsound was omitted from an upcoming build, though? At the latest, I want it omitted from the 1.0 release.

  • Aeal, you're now an editor, thanks.

    Border: I tried adding 'BorderD' as a username, but it said the username does not exist. Are you sure you signed up?

  • I was bored this evening, and the end result is XAudio2 is fully documented.

    XAudio2 on the Wiki

    Any comments, suggestions etc appreciated.

    Beh, only like, another 50 to go :-

    Rich: edited.

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Ashley

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