Ashley's Forum Posts

  • Nice example! Just an idea about the shadow snapping up levels... maybe if you used 2 objects and changed their width and height, you could have a shadow half way up a slope.

  • Yeah, was there anything about a Visual C++ redistributable install in there before it happened? Does rebooting help? Did Construct crash before it happened?

  • The RTS movement moves and pathfinds based on a top-down grid - it won't work properly if you try and crowbar it in to a 2D isometric pattern like that. It's still using squares, it won't line up in any sensible way. You could try keeping an offscreen top-down map of the play area, then use the isometric view to display what is happening on the 2D offscreen map. That's how pathfinding is usually done in an isometric game.

  • Thanks for your edits - I can't remember if those two are actually used or necessary - I'll review it soon :S

  • If you ever see either of these errors, save the .cap and upload it and let me know, and I'll take a look at what might be going wrong. Tomorrow I'll try and see what went wrong with your file.

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  • Needless to say, I failed epically

    Remember Construct is in Beta. It may be difficult to tell if you're just starting out, but Construct could be failing epically, not you

    [quote:32fo0oo1]First problem: detecting that the mouse button has just moved down.

    'On click' fires when the mouse button goes down, 'Mouse button is down' is true for the duration of the button being held down, and 'On mouse button released' fires when it is ... released. Yeah.

    [quote:32fo0oo1]I couldn't work out whether expression names are case sensitive -- is there a difference between "MouseX" (from MouseKeyboard) and "mousex" (from System)

    There is no difference. Construct is not case-sensitive.

  • Unlimited FPS mode works fine for me here - it falls off the bottom of the screen - but I suspect it's because the time deltas are extremely small when you run unlimited framerate mode. They may be being rounded to 0. I'll see if I can do anything about it.

  • is it just me, or does the 3d stuff seem a tad slower performance wise?

    The runtime is an optimized 2D renderer, and the 3D stuff was a bit of a hack really. It doesn't run as fast as it could (some time I'll speed it up when I return to 3D features). But have you noticed it getting slower between builds? It shouldn't have.

  • I like the idea of a series of "How-to" mini-articles that just explain how to get something done. Somebody could start a page on the wiki. Maybe a thread on the documentation project forum.

  • I really like the idea of time-scaling, so you could slow down really slow and still keep a good framerate going. I don't think it's actually too difficult to do - all I need to do is mess about with the runtime clock and all the plugins will see time going by half as fast, and the entire runtime will slow down ('Every' events will trigger less/more often, built-in movements change speed, timedelta-based custom movements change speed). I think it's a pretty elegant way to do it. I'll see what I can do

  • Are your objects really small? I avoided making the grid go all the way to 1x1 sized (pixel perfect) for two reasons: one, the generated paths will be right up against the obstacles (which is unsuitable for many types of movement), and two, the CPU usage could be very high. With a large map and 1x1 cells you could end up with enough cells to literally hang the game for a second or so while it generates the optimal path - it's running a fairly intensive search algorithm to determine the best path - and many games need to frequently regenerate paths. So could you shed some more light on where you're trying to go with this?

  • Quick to do, 'Compare gravity' is in the next build.

  • Whenever you create a condition, then go to put an Action under it regarding the Jump Strength, there are *** 2 *** Jump Strengths' shown, One of them is actually Jump Sustain (whatever that is) so should be listed as such.

    I don't see that... can you screenshot it?

  • Windows Media Player on my machine has a nasty habit of fading the MIDI volume on my PC to zero. I've no idea why. Check the windows mixer and see if the MIDI volume is up; 'Play Music' should work fine with midi files. Try opening the file in Windows Media Player - if it works there, Play Music should be able to play it too.