Ashley's Recent Forum Activity

  • Work out a way to contact each other in private other than the PM system if somebody has turned it off, please.

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  • eccept the slo-mo

    Did you know timescaling was added in 0.96? If you set the time scale to 0.5, your game runs half as fast - providing you use a built in movement, or your custom coded engine uses TimeDelta. And it's perfectly smooth. Your engine seems to wait an amount of time between moving the player - using timescaling, the object would be moving smoothly across the screen instead of 'stepping'.

    Oh - and that's not a true motion blur by the way, like the built in one that effect is called frame feedback.

    Not trying to bully you but just pointing out differences between your engine's features and the built in ones! You've definitely got a solid platform movement there

  • It's a good idea, but I think its fairly low on the priorities list. As mentioned, you can use other graphics editors to pre-process your images for the time being, so we're probably better off spending our coding hours on bug fixes and such, but it'd make a nice addition for post-1.0. By the way, some effects can't be used in the picture editor (like Additive and all other blends, because there's no background image when you're using the picture editor).

  • You could use a For loop and a Text object with numbers like:

    1,7,19,257,380

    then:

    + Always

    : Set global variable 'found' to 0

    + For "i" from 1 to numtokens(Numbers.Text)

    + Private variable = int(gettoken(Numbers.Text, LoopIndex))

    : Set 'found' to 1

    From this point on, you can check the global variable 'found' to see if it matched.

  • I don't think using cubes (textures off) actually runs any faster: the bottleneck is almost certainly the number of vertices being sent to the GPU, so using a texture won't actually make performance any worse - just reduce the idle time of the GPU. The reason it is off by default is because originally the particles object didn't support textures, and by default I made it act like it did before (ie. drawing squares). Maybe I should make the default use a texture?

  • Cool, hope you get better soon. Just think of how many bugs must have been fixed since you've been gone!

  • Nice use of Fade

  • As far as I am aware, all those bugs are fixed. If not, post on the tracker right away and I'll make it a priority that it gets seen to.

  • File runs OK for me here...

  • My guess is you have V-sync enabled, and your GPU can't keep up with the rendering, so it skips every other frame (or so). What's your video hardware? This means the display is updated at uneven intervals, creating a jaggedy feel.

    Try enabling 'FPS in caption' in app properties, and set the framerate mode to unlimited. If the framerate is still below your monitor refresh rate, the V-sync will make the framerate uneven.

    You could also post your .cap file to see if anybody else can find a problem.

  • If you got that far, then why not just make the 3D game in ordinary Python? A lot of people request this kind of 3D feature, but I think developing 3D games needs scripting and specialist ability beyond the scope of Construct. If something pretty basic like a doom-engine was implemented, it would be nothing more than a gimmick - I don't think it'd turn out any serious games, and it's a lot of effort to reproduce 1993 technology.

    Since Construct is open-source the possibility is that somebody could some day adapt it for fully-3D uses like that, but I'm not interested in coding that - I'll go as far as 2.5D because that kind of 3D is very usable and easy to drop in and easy to code, with real benefits (people have done impressive stuff with the proof-of-concept 3D box object already).

  • Even so, you're really using the wrong tool for the job. If the game didn't look ugly, the code would.

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Ashley

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