Ashley's Forum Posts

  • You guys are bad for my budget:) You have got me thinking more and more about the solid state drive.

    How about a solid gold drive?

  • If you're spending that much money on a super badass computer like that, I wouldn't go with onboard sound, it tends to suck. You may as well get a dedicated sound card.

    Also, they're expensive but have you thought about a 60gb or so solid state drive for running OS + programs from? I don't have one myself, but people with them sing about how fast their system boots, loads things, etc.

  • modal layout objects that are linked to a layout with effects glitch up when the resolution size is changed.

    Did you report this as a bug? Manually changing the resolution would be the correct solution.

  • Not sure what's going on there - I've manually activated the Imaku account now, though.

  • To be honest, Java wasn't really designed for gaming. People always argue over performance, but I find most java programs I've ever used are pretty slow. I think it's being overtaken by other technologies these days...

  • That looks fantastic, documentation in other languages would be really useful for a lot of people. The design is really cool too, where did you get that from? Did you do it yourself?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • There is no glitch with lerp. The event is running exactly as you wrote it.

    Take a look, it's effectively:

    lerp(.Y, .Y + 16, <some small value>)

    That will always produce a value slightly greater than just .Y, hence the object moves down. I guess that's in an event which is continually true so the object keeps going.

  • Oh, for platforms I think it only tests if it's overlapping when the object is falling. Moving up or side to side doesn't check so acts as if it's not there. This allows you to jump upwards through the platform and land on top. You'll have to ask Davo for more detail, he wrote the platform behavior.

  • I think it basically does an 'is overlapping at offest' test - ie. moves the object 1 pixel down and tests a collision there, and if there is one, the player is on the floor.

  • Most sound cards only support 16 or 24 bit sound files - I think XAudio2 is clever enough to play 24 bit sounds on 16 bit hardware by converting the sounds automatically, but I dont think it does that for 32 bit sounds. Resampling it with an external tool should fix it.

  • How would it help with a 'completely covered' event? It doesn't tell you where the transparent pixels are, just how many there are...

  • The memory footprint is identical with tiled backgrounds and sprites. If you're not tiling them, just use sprites, otherwise you're making things more difficult for no reason!

  • I'm still personally in favour of getting rid of subanimations. People do generally seem to use separate objects to solve this kind of problem. The coding behind it would be a lot simpler, too, and therefore more robust (fewer bugs and no headaches about which tree level of animation you're on)

  • You're really overcomplicating this! It's very simple: use Autoplay for everything, and an action to set the parameters of the last autoplayed channel to control them.

    And mind you, the current use for it I would have would be for a character who has all the sounds played AT the character, with a channel associated with the character. That would affect multiple samples playing at once, no?

    No: you can only play one sound on one channel at a time. To achieve mixing (playing multiple sounds at once), you must play two simultaneous sounds on different channels. This is what autoplay is for - it picks a free channel and uses that to play the sound, and that channel number is what the 'get last channel autoplayed on' expression returns, so you can control every sound individually.

    [quote:2dmvivwn](can you stop specific samples now?).

    Yes, you have always been able to in XAudio2, just pass the channel number to stop.

    [quote:2dmvivwn]If I don't associate the character with a channel, does Construct make a new channel for every consecutive sample being played, for any object?

    As I said, autoplaying will assign a sound to a free channel automatically.

    [quote:2dmvivwn]Also, needing a new event to make the settings of a sample seems annoying. Maybe you play two samples in the same event, how does getting the last channel used work then?

    I don't see a problem here. You'd just do something like

    -> Autoplay "sound1.wav"

    -> Set channel <last channel autoplayed> volume to 90

    -> Autoplay "sound2.wav"

    -> Set channel <last channel autoplayed> volume to 80

    Voila, two independent volume sounds, all in one event.

    I think you're trying to control the specific channel on which every sound plays. That is unecessary. You should be taking advantage of autoplay.

  • What on earth do you need this for? It seems a very obscure case to spend programming time on.