> If you download the source code for Construct, and look at the code that is generated for each condition and action you use (along with the objects in the layout editor)
>
Wait... that can be done? I wasn't aware of that. Could you show us how?
I haven't grabbed a copy of the source yet, but I think it can be done, yeah.
Since the whole thing is open source, you just find the code used during compiling of a cap to exe, and stitch it together manually (then fill in the data your cap tells it to). Unfortunately this would require replacing of the parameters and values of each subroutine with the hardcoded information you store in the cap file itself.
In effect, you have to run the code "inside your head" to find what executes when in the final program, and then you write the code just for your game. It's alot of effort, but maybe a program can interpret Construct conditions/actions and generate the C++ automatically someday.
If I get time to toy around with the source, I'll try and see if it's possible, but that probably won't be until late August though I think