Ashley's Forum Posts

  • Events are highly optimised. Events which operate on just a handful of instances often run in negligable time (with a few exceptions, like RTS movement's 'move to' actions, which run a fairly CPU-intensive pathfinding search). To get events to be the cause of your application's slowdown, generally you'd have to make something which repeats tens of thousands of times per tick. That could be a for-each, or an action applying to a lot of instances, etc. Also read up on how the CPU and GPU work in parallel in Optimisation Tips.

  • No, we haven't coded any easy way to do plugin-converting yet. Besides, I don't think there's an exact 1:1 mapping for Directsound to XAudio2 features, so it's probably not possible in the first place. Also XAudio2 has several new features in areas like caching, which ought to be taken advantage from the beginning, not used in a Directsound-style way.

  • Early days yet. Hang around and see where we end up.

  • Of course there's a memory leak, the whole game is coded as one giant memory leak. As you hold down the mouse it creates a hundred objects every couple of seconds, and they are never deleted. Eventually you end up with tens of thousands of objects and then it dies.

    Destroy objects when they go off the left of the screen!

    Also, the layout doesn't need to be 99999x99999, it just makes the layout editor a pain to use. Make it 640x480 and enable 'unbounded scrolling', and you can go unto infinity (where infinity is 10^300 or something).

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  • It's much more robust to use a separate collider sprite. You don't get silly results like platform characters hanging off ledges by their nose, and you won't ever get a changing animation frame resulting in an object partially inside a solid, which usually sets the platform behavior off in get-me-out-of-here mode, and then you end up standing on top of a big wall or something.

    I think you're on the right track, Deadeye - maybe mention animation tags in passing, but go for an event based animation system anyway.

  • If you have less than 1000 objects, I think the performance impact of looping twice would be negligable.

  • Welcome to the forums

  • Hm... I guess if you use a separate detector sprite with platform, tags aren't useful at all. I'm not sure of a good way to fix this...

  • Can they or have they installed Construct? Also make sure you run all parts of the installer: some people assume their DirectX is up to date because it is version 9.0c. That does not necessarily mean it is up to date; Microsoft release frequent updates, while keeping the version number at 9.0c. So a DirectX update is a must.

    Also, I'm not sure, but I think someone else reported Data Execution Prevention (DEP) breaks Construct. Maybe turning it off if it's on will help.

  • I think browser plugins are a crowded market and given people's natural skepticism of websites which try to install any software, it would be hard to gain any traction with our own custom browser plugin. It'd need a lot of thought before we went forward with anything like that.

  • Writing tutorials is a good way to go since we don't have many right now, but you can also help improve the documentation!

  • Hey everyone,

    I got an email from a guy who's in the process of starting up a new freeware game hosting site, called GameJolt. You can host your games there for free and it aims to gain developers some exposure with their games as well.

    Anyone interested or wanna try it out?

  • It's working just fine for me here in 0.98.3. Have you tried updating to 0.98.3?

  • Hehe, not much to do at work these days Davo?

    You should see if you can get Visual Studio installed

  • And perhaps there could be "Common Actions," "Common Exressions," and "Common Conditions" pages?

    Yes, the SDK actually implements a library of common actions, conditions and expressions that any object can use. It makes sense to document these separately. I've modified the article along those lines.