Ashley's Forum Posts

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  • Using 'System - compare values' is what's causing this. This will just calculate two numbers and compare them, ignoring the fact there are multiple instances of the sprite (so it just picks the first one and uses values from that). You should either use comparison conditions within the sprite object itself (which has a 'compare private variable' condition which respects picking), or alternatively, you can put a 'for each sprite' condition at the top of the event, which forces the compare values to run once for each sprite.

  • 1. I don't understand. What do you mean?

    2. Checkout the plugins module with a proper CVS client like TortoiseCVS or SmartCVS.

    3. You can just use the ordinary C runtime functions (fopen etc) to access the disk. You can put any code you like in the DefineACES() function, so what you want to do is possible.

    4.

    struct ControlTableEntry {
    	int vk;
    	const char* name;
    };
    
    ControlTableEntry keyTable[] = {
    	{VK_LBUTTON,	"Left mouse button"},
    	{VK_MBUTTON,	"Middle mouse button"},
    	{VK_RBUTTON,	"Right mouse button"},
    	{VK_TAB,		"Tab"},
    	{VK_RETURN,		"Enter"},
    	{VK_SHIFT,		"Shift"},
    	{VK_LSHIFT,		"Shift (left)"},
    	{VK_RSHIFT,		"Shift (right)"},
    	{VK_CONTROL,	"Control"},
    	{VK_LCONTROL,	"Control (left)"},
    	{VK_RCONTROL,	"Control (right)"},
    	{VK_MENU,		"Alt"},
    	{VK_LMENU,		"Alt (left)"},
    	{VK_RMENU,		"Alt (right)"},
    	{VK_PAUSE,		"Pause"},
    	{VK_ESCAPE,		"Escape"},
    	{VK_SPACE,		"Space"},
    	{VK_HOME,		"Home"},
    	{VK_END,		"End"},
    	{VK_UP,			"Up arrow"},
    	{VK_DOWN,		"Down arrow"},
    	{VK_LEFT,		"Left arrow"},
    	{VK_RIGHT,		"Right arrow"},
    	{VK_INSERT,		"Insert"},
    	{VK_DELETE,		"Delete"},
    	{'0',			"0"},
    	{'1',			"1"},
    	{'2',			"2"},
    	{'3',			"3"},
    	{'4',			"4"},
    	{'5',			"5"},
    	{'6',			"6"},
    	{'7',			"7"},
    	{'8',			"8"},
    	{'9',			"9"},
    	{'A',			"A"},
    	{'B',			"B"},
    	{'C',			"C"},
    	{'D',			"D"},
    	{'E',			"E"},
    	{'F',			"F"},
    	{'G',			"G"},
    	{'H',			"H"},
    	{'I',			"I"},
    	{'J',			"J"},
    	{'K',			"K"},
    	{'L',			"L"},
    	{'M',			"M"},
    	{'N',			"N"},
    	{'O',			"O"},
    	{'P',			"P"},
    	{'Q',			"Q"},
    	{'R',			"R"},
    	{'S',			"S"},
    	{'T',			"T"},
    	{'U',			"U"},
    	{'V',			"V"},
    	{'W',			"W"},
    	{'X',			"X"},
    	{'Y',			"Y"},
    	{'Z',			"Z"},
    	{VK_BACK,		"Backspace"},
    	{VK_NUMPAD0,	"Num pad 0"},
    	{VK_NUMPAD1,	"Num pad 1"},
    	{VK_NUMPAD2,	"Num pad 2"},
    	{VK_NUMPAD3,	"Num pad 3"},
    	{VK_NUMPAD4,	"Num pad 4"},
    	{VK_NUMPAD5,	"Num pad 5"},
    	{VK_NUMPAD6,	"Num pad 6"},
    	{VK_NUMPAD7,	"Num pad 7"},
    	{VK_NUMPAD8,	"Num pad 8"},
    	{VK_NUMPAD9,	"Num pad 9"},
    	{VK_ADD,		"Num pad Add"},
    	{VK_SUBTRACT,	"Num pad Subtract"},
    	{VK_MULTIPLY,	"Num pad Mulitply"},
    	{VK_DIVIDE,		"Num pad Divide"},
    	{VK_DECIMAL,	"Num pad Decimal"},
    	{VK_F1,			"F1"},
    	{VK_F2,			"F2"},
    	{VK_F3,			"F3"},
    	{VK_F4,			"F4"},
    	{VK_F5,			"F5"},
    	{VK_F6,			"F6"},
    	{VK_F7,			"F7"},
    	{VK_F8,			"F8"},
    	{VK_F9,			"F9"},
    	{VK_F10,		"F10"},
    	{VK_F11,		"F11"},
    	{VK_F12,		"F12"},
    	{-1,			""},
    };[/code:2i1xmlg8]
    
    5.  It might help you to buy a C++ reference book or something like that to answer your questions about the language.  #define with nothing after it means the given statement is removed (it is defined as nothing).  Since you probably looked up its definition in the runtime configuration, and the runtime doesn't care about parameter definitions, it is simply removed.  However, the IDE needs to know about parameters, so in the release configuration it is defined as a call to a function.
  • The RTS behavior can do this.

  • 1) Yes, I am aware of the "Object is on screen?" condition for sprite objects, but there is no way to check if a sprite object is NOT on screen?

    Right click, invert condition. Have you tried any tutorials? I think they cover this.

  • Usually if you are suggesting a plugin or behavior, it helps to give a comprehensive description and possibly an example list of the actions, conditions and expressions it might feature. It's impossible to tell what you really mean and precisely what you want it to do if you just give a one line or few lines saying that you want something. When a developer (if they have time) comes to develop it, they'll have to put a lot of thought in to how to design the plugin/behavior, precisely which actions, conditions and expressions to add, and so on. If you don't specify what you're after, someone may make one and it could be completely different to what you really wanted because you didn't say!

  • Sorry, that's not possible right now, unless you design your own level editor. However, it might be possible in Construct 2.

  • That looks awesome.

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  • Everyone seems to have Twitter these days. I still don't have an account, but is it time I gave in and signed one up? Perhaps I could start a Scirra twitter account and post updates. But even then, the whole point of it seems to elude me. What do you think?

  • Nominations are now closed - we find out the finalists on June 22. Thanks to everyone who voted!

  • Nope - if it's not in the expressions list it doesn't exist. It's just (Object.Left + Object.Right) / 2, though.

  • <img src="http://xmb.stuffucanuse.com/xmb/viewthread.php?action=attachment&tid=4524&pid=13164">

  • Click 'monitor package' on this page and you'll get email updates.

  • I call spambot for irrelevant postings.

  • How hard/time-consuming would it be to get Construct to support native 3D Rotation/Transformations now that we having a working Z axis and accompanying Z buffer?

    It's probably not practically possible until 2.0.