Ashley's Forum Posts

  • Great new installment deadeye, good job

  • Does the same thing happen with only loading from files and not using any resources at all? i.e. if in the example you sent, you change Load Resource to Load File, and delete all the resources? Does it only crash after separately running and closing the preview a few times? (that would suggest a memory leak)

    It works fine for me, loading from files (resources aren't set up right when you move the .cap to another computer)

  • This is fixed in the next build!

  • Does it still do that on startup? If it does, you pasted the file to the wrong directory and need to reinstall Construct to get the original back, that file can ONLY go in the Plugins\Runtime directory. Then I still need to know if it fixes the original crash when you press run.

    Same goes for anyone else who had this file crash!

  • Can you try this? Save it to your Plugins\Runtime directory, and let me know if it fixes it.

  • Actually... I think I might've just fixed it... huh, weird...

  • Crashes for me too - but when I try to debug it, it works. This is a really annoying problem, one of the hardest to solve. Please submit the .cap to the tracker if you haven't already, and I'll remember to spend some time on it next week.

  • Yes but creating each individual part, and skinning the bones, is no different than doing the same in some tweening program, then importing the animation.

    There's more to it than that. You can dynamically tween between any stage in any animation to any other animation. That's prohibitively difficult with frame by frame animations. Also, the bone animation is perfectly smooth at any V-synced framerate, because it uses TimeDelta - again, using framed animations, it is nearly impossible to get a perfectly smooth display. Finally, you can timescale and the animation stays absolutely perfectly smooth, even at very slow timescales, again thanks to TimeDelta. That's simply impossible with framed animations, you'd end up with noticable jumps as it switched frames at long intervals.

    In short, using the built in bone movement will have better display quality, and be able to do more (assuming it matches the features of what you want to do).

  • Why not just do it yourself with global variables? Use this precise order of actions:

    Always:

    set mouse_dist to distance(mouseX, mouseY, global('old_x'), global('old_y')

    set old_x to mouseX

    set old_y to mouseY

    'Mouse is moving' condition would be equivalent to mouse_dist different to 0, and 'On mouse moved' condition would be equivalent to mouse_dist different to 0 followed by 'Trigger once'.

  • Congratulations! Here are the list of benefits:

    • Green name
    • .......
    • Profit!
  • It's probably possible to fiddle with the SDK and make it work on Express - I'm not sure if the SDK will be able to port to non-Microsoft compilers, though. I haven't tried. If other compilers implement member-function pointers differently, you're pretty much out of luck, because the SDK depends on that.

  • Assuming the rendering engine is swapped out for an OpenGL one (doable), there are issues with MFC, plugins and plugin architecture (most plugins also depend on MFC/Win32 and there are 70+ of them) and you'd need a write-once compile-twice setup for each plugin to stop yourself going absolutely mad. The IDE would be more complicated because it depends on a Windows-only UI library, but I don't think that needs to be worried about before the runtime.

    In short, time is the limiting factor - as said earlier in the thread, we're all volunteers, full-time students working in our spare time. To be honest, I'm not a big fan of spending months of time and effort on an operating system I don't use to gain another 5% of the PC market. Someone else is welcome to do it though if they want - we are open source - and I'll gladly answer any questions or help any way I can if someone took up the challenge.

  • You need the DirectX 9 august 2008 update, or newer. This is not an option, it is required.

    Everything should work fine on Vista. If it doesn't, tell us!

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  • Yes, you can - you need the latest DirectX end-user runtime, because although you have DirectX 9, Microsoft release regular updates every few months, and Construct uses these updates.

    For convenience, the installer uses the web setup. You can get an offline copy from Microsoft, here's the link:

    http://www.microsoft.com/downloads/deta ... laylang=en

    The download's about 86mb, another reason we use the web setup - Construct only uses a small part of that.

  • The main culprits could be:

    • Lots of shaders (doesn't look like it from screenshot)
    • Lots of nested loops with lots of objects (for each A, for each B with 200 instances of A and B = 40,000 iterations per tick = about 3 million a second)
    • Unwise use of RTS pathfinding (if you're using it)

    Send the cap over to me and I'll run it through the profiler and see whats the main problem.

    Still, artwork looks great, can't wait