Ashley's Forum Posts

  • Well, since triggers are allowed to trigger at any time, that could include their current position in the event sheet so they dont break any triggering rules...

  • im using it mostly for right click menus

    That sounds like a pretty big hack...

  • Nice engine, but you're wasting a lot of events (wasting CPU power) by making it custom

    This is a classic case of armchair optimisation. You can't say statements like this without measured FPS differences between comparison .caps. I'd put money that there's no detectable difference, due to the parallel working between the CPU and GPU (the CPU will spend lots of time simply twiddling its thumbs waiting for the GPU, which does the serious work with rendering, to finish). So I say if it works for you and doesn't dent your FPS, go for it.

    Don't feel bad though - it's common for supposedly experienced low-level programmers to make incorrect statements about optimisation - given the mind boggling complexity of modern CPU caches, pipelining and branch prediction, its virtually impossible to look at two bits of code and say for certain one is faster than the other.

    If optimisation crosses your mind, the key is measure, measure, measure. Otherwise you don't know.

    (in this case it's unlikely the built in behavior would ever be slower, that's not the point, if it's not measurable it's irrelevant)

    The main advantage of the platform behavior is its perfect

    Brave words from a man who's behavior accounts for over 5% of the total bugs submitted to Construct, ever!

  • Have you enabled '3D layering' for the layer the boxes are on?

    Can you post a .cap file demonstrating the problem?

  • Custom particle systems are actually surprisingly simple - it's effectively a bunch of sprites with bullet behaviors that have random adjustments to any aspect of the object such as speed, acceleration, angle, opacity, colour, etc.

  • In fact you can put a loop below any condition at all that picks from 'player', and the actions will only run on the instance(s) that met the parent event. This is how subevents work - they inherit the picking from the parent.

    Edit: manontherun: that actually wouldn't be a good idea, it would be much more work! It's easily possible with deadeye's method.

  • This is a fairly complex and subtle part of the runtime - and as far as I know, it'd be very difficult to change, so it'll most likely stay the way it is.

    The way it is, though, is that when you create an object, it doesn't really exist until the end of the next top level event or trigger. If you create an object in an event, as everyone knows the actions following it apply to the newly created object - but other actions won't apply to it until the current top-level tree of events or the current trigger finishes. (A top level event is anything which is not a subevent of anything else - I can't remember if events in groups of events count)

    So a potential problem would be creating an object in a subevent, then trying to use it in another following subevent. However, it's still picked in subevents to the event it was created in! Confused yet?

    Then triggers make it a bit more complicated - triggers are allowed to trigger any time they want, at any stage in the runtime. So what I suppose is happening, is the trigger is firing between running events and drawing the screen, so it goes:

    Run events (no objects exist so the action to make it change colour)

    -> 'on button clicked' fires: creates an object with default colour

    Display rendered, showing the default colour

    Run events again - this time changes its colour

    Nothing triggers this time around

    Display rendered, showing the changed colour

    That's why you see it a different colour for one tick - you're assuming the trigger fires before the events. They're allowed to trigger any time, so you shouldn't rely on this kind of behavior. You should set up your object in its initial state in the event that creates it.

    If you've made it this far, the collisions and key press events (and a rare few others) aren't real triggers. Real triggers show with the green arrow icon; the fake triggers like 'on key pressed' actually just have a built-in 'trigger once' to a 'is key down' test. So they run where you expect them to in the event list - and you can guarantee events after them will run after it. You can't guarantee that with real triggers - their position in the event sheet has no meaning except in relation to other triggers.

  • Search the tracker for known issues.

  • Voting closes tomorrow! Make sure you get your votes in!!

  • I'll see if we can stick it on CVS at some point.

  • But ... this release of construct should be a patch.

    If you have a poor internet connection, re-download 50mb is long. . .

    It's only 13mb

    was hoping it would be 0.99.41

    I'm sorry to crush your hopes and dreams of there ever being a 0.99.41, but I thought the "2" made it clear it was the next version

  • I think each new release (with a large changelog) will add 0.00.1 (eg. 0.99.3 -> 0.99.4) then if there's anything wrong with that build then minor fixes to that changelog will increment 0.00.01, like this build. This build definitely isn't enough to warrant being called 0.99.5 - and hopefully from now on, the first build in 0.99.x0 will be unstable, and the last build under 0.99.x will be stable.

  • Well, maybe, but as I said it can all be done via events on meshes, so it's potentially a lot of effort for something that can already be done another way... you won't get a performance boost the same as with pixel shaders, vertex shaders are fairly light on CPU when done in software.

  • There's no way to use vertex shaders yet - before meshes, there was no reason to (what can you usefully do with four vertices?). However, you can do anything a vertex shader could via events, and it probably won't be a bottleneck unless you're doing really insane stuff.

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  • Download 0.99.42 now!

    Link to 0.99.4 changelog

    Edit 26th July 09: Marked stable.

    Since I moved to a new computer the build configuration changed which caused some problems with people installing 0.99.4 - so this build mainly aims to fix that startup issue. Click the link above through to the 0.99.4 changelog for more info on what's new in 0.99.4. This build is fairly minor so the new version numbering (0.99.42) reflects this (plus we're running out of numbers )

    Changelog:

    [ADD] New 'Copy collision mask to all frames' item when you right click on a frame, allowing you to give the same collision mask to all the frames of an object. Useful for platform games

    [ADD] New 'Auto rotate' to platform movement, so if you press left or right it auto rotates

    [FIX] Construct not starting up due to configuration issue

    [FIX] Collision bug in runtime

    [FIX] Panel object now edits the image when you double click it

    [FIX] Platform movement controlled animations (tagged animations) would be stuck on the first frame