Ashley's Recent Forum Activity

  • Wow, unexpected surge of opinion! The thing is, it's not quite so simple as you might think, especially when it comes to circles.

    - you can update the shape in real time, while a static texture remains the same.

    Isn't this what mesh distortion does?

    [quote:3fa4nrb2]- collision checking is easy between geometric primitives, because you can simply solve rather than check for each pixel

    Actually, the opposite is true. Most of Construct's collision engine uses per-pixel collisions, and that makes detecting collisions between geometric primitives and per-pixel sprites extremely difficult. I don't really want to add new features unless they integrate with all other features, especially something as intuitive as collision checking (where if any combination simply didn't work the forums would be full of people asking "why doesn't my 'on collision' event work here?")

    [quote:3fa4nrb2]- I mentioned transparent pixels... well, static textures, when zoomed in, have these all over the place. There would be no such "dirt" with polygons.

    I don't see the point here. I think it is quite simple to ensure you have a clean polygon sprite on a texture.

    [quote:3fa4nrb2]- low memory footprint. A huge circle (to preserve crispiness) can easily take a good chunk off memory, while a primitive circle would take substantially less (if we draw directly to the visible screen, skipping offscreen). Static texture still retains the same space, even if it is not drawn offscreen.

    You might save one texture, yes. But the rendering of a circle is much slower. The way it'd have to be done in Construct is basically create a circle out of straight lines, which means hundreds of vertices arranged in a ring. (As I said before, DirectX can't natively draw circles, only triangles) And four vertices is equivalent to pushing a sprite to the graphics card, so you could end up with a single circle using the rendering power of a hundred sprites.

    You could use a shader, but why require special pixel shader hardware for something as simple as a geometric primitive?

    Given all this, I'm afraid I don't see much case for a series of geometric primitive plugins. A third-party dev could try making some, but it would still suffer the same pitfalls - probably no collisions with ordinary sprites and slow rendering of circles. Really - is there something that bad about using sprites with textures?

  • Can you post the .cap to the bug tracker? Thanks.

  • Is the sprite original size and not rotated? Rotation and scaling on small sprites with point sampling could garble the pixels a bit.

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  • This could be added, but I don't see much advantage over using sprites with geometric textures. You still get pixel-perfect collisions, you can pre-render antialiasing on the texture rather than relying on expensive multisampling for improving quality, and for some shapes like circles, textures are actually the only way to do it. Genuinely the best way to render a circle in DirectX is to draw a texture with a circle on it. The other option (a ring of vertices) would be slower, and worse quality (aliased)!

  • What's it supposed to look like?

  • Can you post the crashing .cap to the tracker?

  • See if you can get a reproduce going in a new .cap. Even so, it's better than it was and it seems to be only certain situations in one particular feature, so I'd be happy to release a stable with that known problem.

  • Take a look at the stick in this forum. GPL doesn't cover your creations. You can do what you like with them. GPL only refers to the source code to Construct itself.

  • I'm considering marking this as the next stable build since it corrects some important issues. Is anyone having any problems which would make this unsuitable for a stable release?

  • Plugins are not backwards compatible across Construct builds.

    Awesome. Is there any change to get a Pixel Per Collision for physic objects?

    No - if it's not in the changelog, it's not affected, I'm afraid!

    Anyone had any problems with this build yet?

  • Download Construct 0.99.6 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.5) changelog

    A fairly small update to keep things ticking over, since a few of these fixes have been sitting around done for a while so they may as well be released. Sorry there isn't more, we've all been very busy lately and it's hard to find time to work on the project. Nevertheless, the changelog:

    Event sheet editor

    • [CHANGE] System object: 'set global filter' action was removed, it has had no effect since 0.99. Loading .caps which use this action will automatically remove them.

    Plugins

    • [ADD] XAudio2: expressions to get channel pan, volume and frequency ratio (omitted by accident)
    • [FIX] XAudio2: crash in freeing sounds from cache (could cause changing layout or closing application to crash)
    • [FIX] Sprite: crash using 'Load animation from file' and destroying a single instance of an object
    • [FIX] Text: crash on exit in Application runtime
    • [FIX] Canvas: crash in 'paste object in to canvas'
    • [CHANGE] Sprite: distort maps now tile the texture when distorting outside the texture area. Allows for sprites to be used as rotating or animated tiled backgrounds.
    • [CHANGE] XAudio2: 'Attach channel to object' could have had an effect when attaching to a channel which is not playing, when according to the documentation the channel must be playing first.

    Runtime

    • [FIX] Per-pixel collisions could sometimes cause intermittent crashes.
    • [CHANGE] Error message on systems not supporting the game's resolution. Sometimes this mentioned 100000x100000 (woops!) whereas now the message states the resolution is not supported.
  • Wow, that is beautiful. Very, very nice!

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Ashley

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