Ashley's Forum Posts

  • There is a new Plugins module on the CVS. The plan is to gradually open-source all our plugins by placing them in this module. New plugins, including XAudio2, will be developed on this module as well, and the preliminary (but not yet useful) code for XAudio2 is now on there if you're feeling curious.

    This will provide plugin developers with an excellent resource for example code, all kept up to date with new releases. Hopefully in future it will cover a broad range of plugins. Additionally, our plugins are currently managed by different code management software which isn't as ideal as CVS, so it makes sense to have all the code hosted in the same place.

    Being an open-source project, the open-sourcing of our plugins is long overdue. We haven't open-sourced existing plugins because many of them have been in development for one or two years, dating back to very early (and frankly ugly) versions of the SDK. It would be counterproductive to share messy code & projects (even if they work smoothly) because ideally other developers should not be writing their plugins like that! Also, it has taken longer since the SDK was known to be changing. However, the SDK has been stable for some time now so can be assumed safe to develop with, with no breaking changes planned. Over time, we plan to convert our plugins to the latest SDK version, and put them up on the Plugins CVS module.

  • 'Key is pressed' stays true for the entire run through of events until the next tick (where it starts the code again from the top).

    That's pretty much right - but the way triggers work is if you have more than one trigger, when the trigger is fired they run in top-to-bottom order. So if you have 5 'Start of layout' events, they fire in top to bottom order when the layout starts. However, triggers generally run outside the execution of the normal event list - so will have the effect of having run either just before or just after the entire standard event list.

  • In what way does it intefere?

    Construct will be drawing using DirectX directly on the video card - maybe their video capture software doesn't capture DirectX rendered windows.

  • Maybe you just want to add 1 to the value...?

  • Great job with the character animation, I love it!

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  • as cloning layouts with events is impossible

    Put the game code in to a separate event sheet, and include the event sheet from layouts that use it. Then it's just one central place to edit your events.

  • ScrollXLeft etc. are definitely coded to accept a layer parameter - are you sure it's not working correctly? If you set ScrollXLeft to one text object, and ScrollXLeft("Stars") to another, how do they differ?

  • I haven't played it yet, but the PS 2 shaders in Construct are very useful and can be used to impressive effect. You can also use the effect controls to allow alternative rendering for cards without PS 2.0.

  • Not the next minor build, but the next major build. I have started it on a new CVS module called 'Plugins', where I will be putting up some open-source plugins.

  • Yes, XAudio2 works on WinXP. Ironically, I think the XP implementation relies on DirectSound!

  • Sounds like a great idea! My approach with Ghost Shooter was essentially to come up with a playable game, then reverse-engineer that and create a step-by-step guide to how to make that game, which just happened to cover things from image points to behaviors etc. I think you should definitely cover scrolling, parallax, animations and maybe jumping on enemies heads though.

  • I'm not really sure because I've never used ActionScript. However, as far as I know, Flash has no hardware acceleration or DirectX support, so all those features (V-sync, performance, effects, motion-blur, etc etc...) probably aren't available.

  • Love the style! Looking forwards to this

  • You could try just setting the bullet's collision type to 'Point'. This means they only register a collision if their hot spot is overlapping something else.

  • The platform and physics behaviors aren't designed to be used together; they use completely different engines. What we need is some kind of 'physics platform' behavior, which combines the two.

    To enable physics collisions with another object, you have to give that object the Physics behavior as well. The physics engine only looks for other objects controlled by the physics engine to collide with.