Ashley's Forum Posts

  • There are currently three plugins on the CVS which you can find here.

    We're planning on adding more, but frankly a lot of the plugins right now are a mess, and it would be counterintuitive to put their sources up. A lot of things do things not as best as they could so they're not an ideal sourcecode to learn anything from...

  • Can you upload a .cap?

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  • It allows you to jump higher the longer you hold the jump key.

  • Odd, though, that you can still move left/right if you rename "Move Left" and "Move Right."

    If a control does not exist (as in, it was deleted or renamed to something else), the behavior reverts to the default controls. This is so even if you delete all the controls you can still use the default controls. If you rename "Move Left" to "My Control", it reverts to the default control, so if you change which key "My Control" is, it won't affect the behavior.

    Basically on startup plugins ask Construct what a key is by its control name, and if it's not found, it'll use a default.

  • newt, can you post an example of what's wrong?

    patryk1303: bugs marked as 'open' mean they are not yet fixed, and are awaiting a developer's attention (there are currently 91 other reports open...)

  • Download 0.98.7 now!

    Construct 0.98.7 has been released, fixing some of the problems in the 0.98.6 build. Don't forget you can help Construct too! Contributing to the Wiki documentation or donating via the main page helps support Construct.

    Here's the changelog:

    Behaviors

    • [FIX] Fade: with 'destroy afterwards' off and fade-out time zero, the object now no longer turns invisible.
    • [FIX] Platform: Strange 'bump' bug when an object goes into a plaform via the left or right
    • [FIX] Platform: Ignore input now ignores falling through platforms
    • [FIX] Physics: Hotspots are now considered (however the motion will still be from the centre of mass)

    Event Sheet Editor

    • [ADD] New toggle action and toggle condition options.
    • [FIX] Scrolling glitch where having an open event and scrolling just below it caused it to jump by 16 pixels
    • [FIX] Visual glitch with the line between events for else events
    • [FIX] Crash adding private/global variables in non-layout linked event sheets
    • [CHANGE] Comments no longer draw with a dark outline, making them stand out less
    • [CHANGE] Toggling an event now acts like removing all the actions and conditions (since they are crossed out)

    General

    • [FIX] Crash sometimes in the object bar when in event sheets
    • [FIX] Resizing issue with the global variable manager dialog
    • [CHANGE] Some runtime properties moved to a separate "Window" category

    Layout Editor

    • [ADD] Layer to the object tooltip
    • [FIX] Objects on locked layers can no longer be selected in any way
    • [FIX] Layer visible checks are now stricter
    • [CHANGE] Groups have been removed
    • [CHANGE] Until an issue in our UI library is resolved, there is no message box to prompt object or layer deletion. We will readd it in the next build hopefully

    Picture Editor

    • [FIX] Crash when pressing numpad without hotspot tool selected
    • [FIX] Secondary colour had some old code in it and was causing the colour to be random
    • [FIX] Fill tool now has a way to change the alpha value

    Plugins

    • [ADD] New Pairer object - beta
    • [ADD] Sprite: On Animation Frame Changed
    • [FIX] Sprite: Icon updates after editing it.
    • [CHANGE] Better drawing for Button, ListBox, BarChart, List controls
    • [CHANGE] Sprite: Adding a new sprite or double clicking a sprite brings up the image editor for the animation instead of just that one frame

    Runtime

    • [ADD] Debugger: entry for System object tracks VRAM usage in DirectX runtime. Will be useful in future for tracking VRAM usage over time when better VRAM controls are implemented.
    • [FIX] Families with object parameters now pair correctly (hopefully!)
    • [FIX] The repeat to was causing animations to act like they had pingpong enabled and stuff
    • [FIX] Debugger was not always on top for some reason
    • [FIX] Else now remembers the previous SOL, so if you have it within a 'for each' or something theres no logical errors
  • You could just tick "Invisible on startup" in their properties, or enable the "Destroy on startup" attribute.

  • The fade is activating. 'Start fade' makes it rewind to the beginning of the fade and play from there (when it's opaque). The condition 'Variable less than 0' isn't just true once. It's true all the time. The events are checked once every tick (generally 60-100 times per second), so you're repeating the 'start fade' action over and over again.

    Add the 'Trigger once' system condition below the condition, and it makes it true only once, even when it repeats. It makes it act like a trigger, so it runs just once the first time it's true, instead of every tick.

  • Well, anyone could theoretically come along and write a plugin for joypads or whatever. It's much easier to do that than to plunge in to the core codebase. It's not just us who are responsible for finding coders. You guys can look for people to fill the features you want too.

  • I know, I know. We can't keep adding new features before 1.0 though. There's already too much to do, we're all just part-time volunteer coders, and the more that gets added the more maintenance is required when inevitably there are bug reports. 1.0 is hopefully not that far off so we can start these kinds of projects afterwards. Alternatively, look to hire a coder to write this in the plugin SDK for you right now.

  • Application Properties, 'Controls' category.

  • There's no way to create event defined behaviors or plugins, it would be very complex to implement and certainly would have to wait till after 1.0.

    As for multiple levels, right click a layout on the project bar and Clone it. It copies the same object types, and if you're using event sheet includes, you don't have to repeat any events.

  • Or use distance(0, 0, Sprite3[Physics].VelocityX, Sprite3[Physics].VelocityY)

  • There is no convention at the moment. After 1.0, releases will be split into stable/unstable branches. Until then, all releases should be considered in the "unstable" branch.

  • Does it work if you turn Data Execution Prevention off?