Ashley's Recent Forum Activity

  • Firstly, j0h, please stick to one username only. Looking at the IPs of new registrations you seem to have at least 3 accounts here now, and possibly more. That is confusing for me and the users, please do not sign up any more and stick to your current account.

    [quote:3vihb7hl]The basename of an object is "sprite", and it this "leakes" into the events sheet editor. Thats confusing.

    It's good practice to rename it as soon as you insert it - Construct can't second guess what you're going to use it for. Although:

    [quote:3vihb7hl]Perhaps a "Please name this object" dialog box at the creation of certain objects is a good idea?

    This is a good idea and something I had planned.

    [quote:3vihb7hl]If you think this trough, then the only logical aproach is to start each new event blok with a "flow event" ... where "top down" is the mainway of running it, with exeptions to events that need a inmediatly interrupt, as mouse events do.

    This part of the event sheet editor was designed a long time ago; originally, it was coded by another developer, and at the time I disagreed with him and wanted to make sure triggers must be the first condition of a top-level event, and never be allowed in subevents, since this clarifies how the runtime runs the events. With triggers in subevents, it does obscure the top-down approach, since logically it goes upwards to read above conditions in parent events, then downwards to run actions and other subevents. I don't like this, so I'll see if I can change it.

  • Simply select the ground, and under 'Attributes' in the properties bar, tick 'Solid'. If you go file - new - template and pick Simple Platformer, there's a demo of this in action (but not animations).

    Using the animator bar you can add animations and animation frames to a sprite. If you then add the 'Mouse and Keyboard' object, you can add events such as 'On shift pressed - change to jump animation'.

  • I haven't figured out why yet but I've had several reports of older graphics hardware (ie. 64MB cards and under) crashing while opening the Picture editor. I'm doubtful it's actually a VRAM issue since the ghost shooter tutorial is unlikely to top 32mb, but I'll try to add some error checking to prevent an outright crash and possibly tell you more information about the problem. Also, could you tell me your screen resolution?

  • I agree that a tutorial for that is necessary, but in the mean time, you could try poking around the simple platformer template, by clicking file - new - template, which is very basic but gets you as far as jumping around some platforms and scrolling.

  • I know we're wandering off-topic, but motherboard audio really is rubbish - put on some headphones and most of the time you'll be able to clearly hear inteference from the processor, hard drives etc. Creative actually do some useful cards which cost about �10 and sound waaaay better, so �10 well spent IMO.

  • If you're new, I'd recommend the Ghost Shooter tutorial which I've just finished updating:

    http://www.scirra.com/files/ghostshootertut.zip

    It's done with the latest build of Construct, so you shouldn't run in to any out-of-date-documentation problems.

  • http://www.scirra.com/files/ghostshootertut.zip

    Revised to take in to account new features, terminology, etc.

    Ideal for the complete beginner to Construct.

  • Ah, that's a bug - it should work the same way both sides. I've fixed it for the next build.

  • Check out the Ghost Shooter tutorial on this page maybe:

    http://www.scirra.com/learn.php

    We don't have many tutorials yet... I'll try put together some more for the 1.0 release.

  • + Key W is down

    Add force 10 * cos(.angle), 10 * sin(.angle)

    + Key S is down

    Add force 10 * cos(.angle+180), 10 * sin(.angle+180)

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  • [quote:35lcx7ap]Try to avoid using GLobal Variables. THey are slow

    I haven't seen any evidence to suggest global variables are slow; in fact, it's reasonable to expect them to perform faster, since they are in runtime memory and not wrapped by plugin code. However, this kind of micro-optimisation generally has no effect to improve performance, due to CPU/GPU parallelism.

    I'll write a wiki article on picking when I have time, it's a good idea I don't see how a 'picked group' is useful though, every object acts as a group of picked objects, because the actions only run on filtered instances.

    BTW, the system expression CountMatching can get the picked count.

  • I think your card is quite old and my best guess is it runs out of VRAM when the picture editor opens, which is the first thing that happens when you insert/double click a sprite, tiled background etc.

    Could you open a template and hit F7? It should show a VRAM report, something like:

    ---------------------------

    VRAM usage

    ---------------------------

    VRAM usage by Construct:

    8.34mb textures

    15.01mb targets

    23.35mb total

    Approx 707 MB texture memory remaining

    ---------------------------

    OK

    ---------------------------

    (I think the texture memory approxomation might not be in 0.94.3)

    I've had other reports of people running out of video memory on 64MB cards, but I can't work out why - the textures used by Construct should only add up to a few tens of megabytes.

    Also, it would be useful to know your screen resolution. It's possible turning down your resolution (eg. from 1024x768 down to 800x600) could help.

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Ashley

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