Ashley's Recent Forum Activity

  • Download Plugin SDK 0.96.4

    This plugin SDK is now fully static linked. The SDK will no longer support dynamic linkage to the CRT or MFC DLLs.

    This release is fully up to date with 0.96.4's interfaces so you can take advantage of the newest SDK abilities, such as custom 3D rendering, timescaling and so on.

  • [quote:2ptzoyk0]I hardly see how you can say that, given that I wouldn't have a clue about the first thing to do if I had to do it without that particle object. Maybe you could offer an "advanced" particle object to make it easy to do those things without detracting from the original particle object's specialties?

    It's actually not hard at all - try spawning a load of sprites with a bullet movement from a point (use the accuracy for the cone of spray), and then you can make random adjustments to angle, speed or whatever. Still, I guess doing all that automatically would be useful. Maybe it could be expanded in future.

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  • No, it's already fixed for the next build.

  • I can see that you can make particles use an image, but it doesn't seem like you can make them rotate the same way you can make them move around.

    The particles object is designed to be a faster alternative to using sprites. By using a single image and no rotations, the GPU can render particles about four times faster than with sprites. As soon as you start rotating them and changing textures you lose these advantages. We could add the features you ask for, but then the Particles object offers no advantages over using ordinary sprites, which would make it a bit redundant.

    [quote:1q3htpw8]Another thing I'd like to point out and ask about is the picture editor.

    Will see what we can do about that...

  • Oops, that's a bug. Fixed for the next build.

    For now as a workaround set a text object to Sprite.Value('Frame'), then pass the text object's text to the expression parameter, and it should be accepted.

  • I don't think anything like that exists yet - but it's a good idea. I'll see if we can get the alt+click to affect image points when they're selected.

  • There's a 'Set Animation Speed' action under the 'Animations' category of Sprite actions...

  • I thought I might leave it a day in case the new UI library broke anything big-time. It sounds OK, so I think I'll post it around now

  • Here's an updated example. The last layout uses 0.96.4's LinearAim expression, saving you all the math.

  • Download 0.96.4 now

    This build verifies autosaves and has a new autobackup system which is more fully featured. All saving in Construct is now verified, so in theory, from now on, Construct should never save unloadable .caps to disk. We've also upgraded to a new version of the UI library which fixes some long standing UI bugs (eg. custom colour properties) and has a new theme.

    Don't forget you can support Construct by donating via the 'Donate' button on the front page.

    General

    • [FIX] Autosaves now are verified and should not be able to be corrupted
    • [FIX] Colour parameters in properties now work correctly
    • [FIX] Crash adding a new family
    • [CHANGE] Autobackup: now can select a number of autobackups to make, and changed the way autobackups are saved. Also, you can now enable autobackups for either only manual saves, only autosaves, or both.
    • [CHANGE] Now using Version 2.83 of Prof-UIs library, should be more stable with some bugs fixed. Uses a slightly different theme.

    Object Bar

    • [FIX] Crash opening event sheets
    • [FIX] Did not update when objects renamed

    Plugins

    • [ADD] Sprite: Compare animation frame, Get animation frame, Get animation name
    • [FIX] Sprite: resizing when using 'Play animation'

    Behaviors

    • [ADD] Physics: custom collision masks. Collision mask editor is fairly limited in this build but will be expanded.
    • [FIX] Physics: various unimplemented features since move to Box2D engine (eg. velocityX/Y expressions)

    Runtime

    • [ADD] 'linearaim' expression: Returns angle to aim at for predictive aiming as per this example. Expression uses the following parameters: linearaim(bullet x, bullet y, bullet speed, target x, target y, target speed, target angle)
    • [FIX] 'Trigger once' false positives when dragging window
  • There are certain types of texture which, as far as I am aware, simply have to exist in VRAM otherwise they cannot work. So I think there's very little scope to be changing this.

  • If you turn of caching, does this still happen?

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Ashley

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Member since 21 May, 2007

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