Ashley's Forum Posts

  • You could just use your own sprite for the light object and layer it how you want.

  • If it's the same object type, it won't use any more memory. Object images are global to the application per object type, no matter how many of them there are and which layouts they're in.

  • That's what causes solid-colour edges to some effects like Magnify when near the edge of the window (the offscreen pixels are not available so it clamps to the viewport) but it would only break shaders which uniformly alter texture coordinates. Almost all shaders like magnify etc. don't uniformly alter texture coordinates so they get away with it.

  • The way containers work is if any instance in the container is picked, even via a family, the entire container is picked. This means it's actually not possible to pick one object in a container without picking the rest of the container, no matter how you do it. That's the intended way, anyway, there might be a bug. Posting a .cap always helps.

  • I think the save/load or quicksave/quickload actions would be better suited to saving your game!

  • Will an object with effects that is larger than the screen waste processing power by rendering the sprite area which is outside the screen?

    No. Graphics cards are way too optimised to do something as inefficient as process offscreen pixels. The case Rich described will cause only the visible area to be flipped, which could appear incorrect. However, this is a limitation imposed by Construct (the clever coordinate systems graphics cards use can cope with that situation), but I don't see a need to fix it, since you don't need a shader to flip an image.

  • Didn't you know modern routers drop packets containing subtlety?

  • Hey, welcome to the forums, and thanks for the feedback

    I basically agree with you on all your feedback - all us devs basically learnt how to program off this project, and only around now have we attained any kind of reasonable skill in developing a large software project, so much of the existing codebase consists of legendary uberhacks, unwise stunts, awkward acrobatics, all-nighter heroics and sometimes just sheer madness. So I'm acutely aware of all the shortcomings, and plan to improve on all of them in the next (still very far off sadly) major version, which is planned to kick approximately 3.14 times as much ****

    Still, it's kinda cool a bedroom-hacked program has made it as a finalist on Sourceforge! I'm not expecting to win, we've already got a nice site traffic spike from it so I'm content as it is

    I wonder why there is both Scintilla.dll and SciLexer.dll

    Scintilla is used for expression parameters which shows intellisense-style tips and colour codes correct/invalid expressions. Python scripts can be used to enhance events, but are not designed to replace them.

    [quote:11zsxlm6]why have chosen a binary format for these files?

    Good question, which is why we'll be using an XML based format in the next version.

    [quote:11zsxlm6]current lack of good translation support.

    I agree completely, the translation system has not been finished and isn't supported by the UI. It's doubtful everything will be able to be translated, which is also something that will be addressed in the next version.

    Anyways thanks for the comments and thanks for the vote

  • Heh, I've been found out

    I just registered the project page for Construct 2. There's no code directly relating to Construct 2 yet on there (none's been written) - I'm using it mainly as a development ground for development of a math library I hope to release independently and also use in Construct 2. However, as per the recent update describing what will happen with Construct 2, it will be developed publically with testing builds right from the beginning, so people can try out the GUI, layout, basic features etc. and make suggestions and give feedback right from the skeleton. It's worth re-thinking everything for C2.

    Don't get anywhere near excited, though, the very first skeleton release probably won't be for a looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. For emphasis: a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

    oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

    oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. We're all pretty busy as it is, and the priority is to finish Construct 1, so development wont even remotely start until we're at Construct 1.1+ and us devs have some more time on our hands.

    They're on revision 14 already! Not sure if it's gonna compile just yet though...

    That means nothing! Every time I so much as tweak a typo or adjust some spacing and submit it to the server the revision count increases by one. Typical software projects have revision counts probably in the 10,000 ballpark.

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  • Hmm, I'm thinking I set up the build config wrong on my new laptop, which might be causing the incorrect-config errors. I think I know how to fix it and I'll try follow up a new build soon.

  • Unless you want to add 360 controller support to your plugin, I don't think there's anything substantially different in the 0.99.4 SDK.

  • Actually I'd prefer to use IRC over the current chat, which is slow, high latency, bandwidth gobbling and unstable

  • I don't think it will, the XBox 360 controller required various IDE and runtime changes, so it won't be backwards compatible.

    Edit: Vinny: you need to run the full setup including the VS2005 redist that the setup should launch, is sandboxie preventing that from launching or preventing its successful installation? If sandboxie breaks the setup I'd contact the sandboxie devs, because I don't think there's anything unusual about our setup and it hasn't changed significantly since the last build

  • Download 0.99.4 now! (unstable build - for testing only)

    Link to 0.99.3 changelog

    Sorry for the long wait, we've all been pretty busy lately. Remember this is an unstable build for testing purposes only - so no complaining on the forum that your .cap doesn't work in it - just submit the bugs and wait for the stable release

    And without further ado, the changelog!

    Changelog:

    Behaviors

    • [ADD] Platform movement now has 'jump gravity', 'fall gravity' and 'jump sustain gravity' to give better control over the jumping process
    • [ADD] New 'Custom Movement' behavior - a very flexible behavior
    • [FIX] Physics: bug hinging to a moving object
    • [FIX] Various bugs in platform movement
    • [FIX] Bone Movement: bug where deleting a frame replaced frame 1

    General

    • [ADD] Clone layout back to project bar
    • [ADD] Custom collision masks via 'Launch explorer' menu in animator bar - see this
      Subscribe to Construct videos now
      by Davo!
    • [FIX] Resizing error on some dialogs
    • [FIX] Couldn't edit layout names via the property bar
    • [FIX] Crash previewing a layout from a standalone event sheet
    • [FIX] Crash in event sheet editor when application contained no objects
    • [FIX] Could not save applications with a music resource
    • [FIX] Family icons won't have transparency replaced by black, they behave like sprite icons etc
    • [FIX] Family multiplication when removing and adding a family
    • [CHANGE] Controls system now supports binding controls to XBox 360 controller buttons

    Picture Editor

    • [FIX] Rotating by 45 degrees no longer adds an unerasable white.
    • [FIX] Picture editor doesn't unexpectly close when you hit enter in the colour mixer bar
    • [FIX] Picture editor action point tool and hotspot tool register the image as being modified if you use the arrow keys

    Event Sheet Wizard

    • [ADD] Intellisense for global variables. If you type global(' you get a list like you do normally with (' situations
    • [FIX] Yellow highlighted items (such as Set Value) weren't remembered when you clicked the back button correctly, causing you to have to reselect it manually
    • [FIX] Intellisense sometimes stopped working in parameters when you typed in the middle of an expression

    Layout Editor

    • [FIX] Sprites displayed offset in layout editor in some circumstances
    • [FIX] Holding shift while dragging handles maintains proportions properly
    • [FIX] Pasting objects into the layout editor when zoomed in/out now pastes in the correct spot
    • [CHANGE] Lines are now drawn with antialising for rotated selection boxes

    Plugins

    • [ADD] Xbox 360 controller plugin
    • [ADD] Panel Plugin - Lets you make textured boxes where a margin specifies an area which wont stretch. See this
      Subscribe to Construct videos now
      by Davo for a demonstration! This object is very handy for making UIs.
    • [ADD] Destroy action to AVI
    • [ADD] Keyboard: Ability to simulate a control via an action
    • [FIX] Text: 'get write speed' returned wrong value
    • [CHANGE] Controls are between 0 - 1 to allow for analogue controls

    Sprite object

    • [FIX] Sprite: Very small inaccuracy in 'move at angle' action.
    • [FIX] Sprite: Distortion bug fixed (Quazi Tentacle looks beautiful again)
    • [ADD] Sprite: You can now set the initial animation and the initial frame number, allowing you to use a single object for multiple 'scenery' objects if you desire. See this
      Subscribe to Construct videos now
      by Davo for a demonstration!

    Runtime

    • [FIX] Zooming and rotating displayed incorrectly if the X and Y zoom ratios differed
    • [FIX] Zoom Rate (layer) now works properly so if you set it to 2 it will zoom in twice as fast
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