Ashley's Forum Posts

  • http://downloads.sourceforge.net/constr ... irror=osdn

    Construct 0.95.2 fixes a serious long term bug where corrupt .cap files were sometimes saved (the infamous CObj, CLayer error); it is an important upgrade! Thrown in are some other additions, improvements and fixes.

    General

    • [FIX] The .cap corrupting bug and save bug, relating to groups
    • [FIX] After deleting a layer another is now selected
    • [FIX] Update dialog download button now disables when updating
    • [CHANGE] When deleting a layout now prompts to delete associated event sheet

    Event sheet editor

    • [ADD] Check box to common properties of all objects to hide them from the Event Wizard
    • [FIX] Pasting actions and conditions now adds them to selected event(s) rather than the original
    • [FIX] Expression validator was rejecting some nested system expressions eg. RGB(random(255),0,0)
    • [FIX] Black drag line not drawing on selected actions/conditions/expressions while holding control
    • [FIX] Crash when clicking back editing actions/conditions
    • [FIX] Evaluator crash when entering text fast
    • [CHANGE] Pressing enter when inline editing now saves modifications
    • [CHANGE] Holding control and dragging a actions/conditions/events now deselects the original
    • [CHANGE] When you first click an action or condition or event, the 'add above' and 'add below' now wont appear. They will only appear if you click again (ie. click a selected action/condition/event)
    • [CHANGE] Triggers appear at the top of the event with a tinted background
    • [CHANGE] Objects listed in event wizard dialog are alphabetically sorted

    Included hotfixes

    • [FIX] Particle object not rendering in some circumstances
    • [FIX] Light object (for casting shadows) giving invalid texture errors in some circumstances

    Plugins

    • [ADD] New Profiler object to measure ticks/exact time spent executing events or actions
    • [ADD] Set/get R/G/B from/to pixel to Image
    • [ADD] New properties and actions to hide the tooltips/grid on Bar Chart, and to set the style of the text on the bars
    • [ADD] Particles object now supports textured particles
    • [FIX] Shadows now draw correctly when scrolling

    Runtime

    • [FIX] Crash taking square root of a negative number
    • [FIX] ScrollX, ScrollY, ScrollXLeft, ScrollXRight, ScrollYTop, ScrollYBottom expressions now clamped to valid values in bounded-scrolling layouts
    • [FIX] Creating objects in loops updates instance lists immediately
  • Are these objects of the same type, or are you hinging every instance of type A with it's paired instance in type B?

  • The example is in the uploads forum.

  • Since you wanted a suggestion so bad, send your graphics card back to the archeological trench it came from and buy something decent!

  • Does it still happen when you restart your computer? I'm guessing it's crashing when you close it, and for some reason the crash dialog isn't appearing or you're not clicking it away, so the plugins aren't freed from memory, and it can't load them if you restart Construct. So restarting should help, if that's the problem.

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  • If it works the first time, then breaks, that doesn't sound like Construct's fault, I think something is wrong with your computer... perhaps antivirus software is intefering?

  • It basically looks like nobody will ever have the right answer. Muahhaha!

  • Either way, I definitely agree the object list should be alphabetically sorted, and folders would help with loads of objects.

  • The wand tool isn't picking the semitransparent areas actually - if you fill them with an opaque colour, then delete them with the wand tool, it clears to absolute transparent. Either way, it's not a problem with Construct I don't think - the images actually contain a faint box around them.

  • Well in my head it's "Sirra", but I guess "Skirra" is fair enough if you want to pronounce it like that It doesn't matter, nobody talks about us in 'real life', heh.

    Originally we were going to be "Scirrus", as in the Cirrus cloud with the Sci- prefix (it's the latin root for knowledge, or something). Scirrus.com was already taken, so a tweak later 'Scirra' was born.

  • I think customising collision masks is on the to-do list, but I don't think it'll be done for pre-1.0. On the other hand, a very simple and effective workaround is to simply use an invisible sprite with your custom collision mask drawn, always set it to the parent object's position, and test collisions with that instead. If you put the two objects in a container, the object picking in events even works exactly as before.

  • Arima: Penumbras are on the todo list, theyre a little bit trickier to code.

    Attan: Untick 'Transparent' in the top layer's properties and it renders correctly. I'm not sure why the Multiply effect doesn't like transparent layers, but it should be off anyway for the multiply effect (if you view that layer on its own, it'd be transparency with a white spot on it, which is not how you achieve multiply-lighting - darkness has to be black on the lighting layer).

    Shadow casting objects have to be box shaped - it can't cast shadows off custom shapes yet. So it looks a little odd when you get it rendering correctly still, but that's because the platforms aren't box shapes.

  • Saving is dead easy, the Save/Load to disk action stores the save game data in a file (use an expression like AppPath + "myfile.sav" to store it in the game's own folder). The Quicksave/quickload actions store the data in memory. So you can use events like:

    + On key S pressed

    -> Quicksave

    + On key L pressed

    -> Quickload

    Press S to save, L to load last quicksave...

  • I don't have MMF2, so you'll have to come up with another way to describe the effect!

  • Yeah, you can just put in multiple light objects, but you won't get anything very useful unless you play around with opacity. In this example, I use two lights, each on their own layer with 33% opacity, so the only darkened areas are where neither light can reach. This doesn't use any pixel shaders.