Ashley's Forum Posts

  • I guess the requirements for a turn based game and live shooter are going to be completely different, so it's hard to say.

  • What errors? You might need definitions for POINTF and RECTF, which are trivial (float versions of the POINT and RECT structs).

  • It's always been like that. I don't think loading external images generates mipmaps, which enables high quality downscaling. I'll see if that can be fixed.

  • I'll see what I can do when I have time. I think it's just CString it uses, and the interface between Construct and the SDK ought to all be const char*s, so it might be possible to remove it already. You could also give dreamspark.com a go if you're a student.

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  • OK, hit the link again and the sprite editing should work.

  • Add a condition checking which layer the objects are on to the event?

  • Download 0.98.9 now!

    This build corrects some fairly important issues that managed to work their way in to 0.98.8, especially regarding families and the picture editor. Hopefully 0.99 will be the next build now.

    Changelog:

    Behaviors

    • [ADD] Rotate: Get speed/acceleration expressions
    • [ADD] Grid Movement: Set/Get speed action/expression
    • [ADD] Line of sight: range and angle range settings
    • [FIX] Timer: crash setting timers in timer conditions
    • [FIX] Sine: now quicksaves/loads correctly
    • [FIX] Ball: 'set angle of motion' not working

    General

    • [ADD] Reordering of event sheets in the event sheet manager dialog
    • [ADD] New 'Crispify' shader - harden edges of vastly enlarged sprites with linear filtering - see example image
    • [FIX] Families & family manager now work
    • [FIX] Crash with effect actions and clicking 'back' button

    Picture editor

    • [FIX] Status bar is now always big enough to show coordinates
    • [FIX] Crash on Vista/7 closing the Picture editor should now be gone
    • [FIX] Selection draws over black outline in picture editor (so it isn't hidden if you select the entire image)
    • [FIX] Black outlines width and height extended by 1 so you can see the right and bottom rows of pixels in your image at 100%
    • [CHANGE] Selections now hide when you left click or right click, making it easier to draw inside a selection

    Plugins

    • [ADD] Text: 'Get write speed'/'Set write speed' and 'Write finished' actions/conditions
    • [FIX] Array: parts were still 0-based, should now be entirely 1-based
    • [FIX] Object Pairer: no longer has to be placed in the layout
    • [CHANGE] Sprite: condition texts now include object name, will soon be extended to other objects

    Runtime

    • [FIX] Changing to fullscreen mode at runtime now verifies the display mode is supported and changes to the smallest resolution that can fit the requested size if not.
    • [FIX] Hanging if frame speed of 0 is used.
    • [FIX] Quickload doesn't suspend Every events for an amount of time.
    • [FIX] Error message instead of crashing when out of VRAM (DirectX is pretty dumb and says "Invalid Data" instead of "Out of VRAM" it seems though)
    • [FIX] Crash closing application using 'Next layout' on the last layout with a transition
  • It's in the top title bar, but only in the default theme.

  • Right now you have to make your own controls with whatever combination of Sprites, text box objects suits you. Since it's a bit repetitive and also window controls don't work in fullscreen, I've got vague plans in my head for button-sprites, textbox-sprites and so on, which are basically controls which draw with textures. Then you could customise their look for your game and have easy to use controls. Still, I don't think I'll have time for that until after 1.0, but it'd be a good one for a starting out plugin dev to give a go.

  • And that's why we read the documentation...

  • It's framerate dependent. It shouldn't really be there or it should be fixed, because obviously framerate dependent stuff ****** The parameter is currently interval in ticks between flashing, when it should be in milliseconds. You should probably invent your own flash code.

  • Put both objects in a container and a lot of the pairing management is done for you.

  • This post is several months old... um...

  • Well, are you offering any potential money to third party developers if they want to take it on? You're asking for a complex plugin/behavior system that would require expert knowledge, at least a hundred hours of development and testing.

  • I wonder why they make a separate program for each genre of game. Still, they've got export to 360.