Ashley's Forum Posts

  • the "for each object (ordered)" event loops trough objects

    ...

    Then you come to make an action. And the first thing the action wizzard does is ask you "wich object"?

    You just pick the same object as you are looping through! Is there something difficult about that?

    This is like any other scripting language, where the object is mentioned twice in the loop, eg:

    for (ObjectA in ObjectAInstances)
    	ObjectA.X *= -1;[/code:3at97xq8]
    
    Note the two references to "ObjectA" there.  Making it automatically pick the object currently being looped is impossible, because one event can loop two objects, iterating every combination of the instances:
    
    + For Each ObjectA
    + For Each ObjectB
    -> An action MUST pick an object - Construct doesn't know on its own!
    
    If you choose an object which is NOT being looped in the object picker, it is like doing this in a script:
    
    [code:3at97xq8]for (ObjectA in ObjectAInstances)
    	OtherObject.X *= -1;[/code:3at97xq8]
    
    In other words, the action is simply done as many times as there are ObjectA instances.  In my opinion, this makes perfect sense and is completely logical!  It's impossible to leave the 'pick an object' field blank.
    
    [quote:3at97xq8]"pick object (x) "
    
    As Rich said, this condition has no effect.  The 'On collision' event already picks the two objects.  Rich's example is identical, and exactly what you need.
  • He did't answer me (as usual)

    If I don't answer a thread, it's usually because I don't have time

    [quote:32kn1z8n]No individual event sheets are a major draw back

    No they're not - I've read and I think I understand your suggestion for them, and they wouldn't make eventing more flexible. They'd be purely for organising your events in to different places. None of the things you have mentioned sound difficult, let alone impossible, with ordinary events!

    Still (back to topic), another interesting point about being pre-1.0, is if you have your major frustrations or bugs or ideas, they have a decent chance of being implemented.

  • Just wanna throw in that the RTS movement's Move To XXX actions run a fairly CPU intensive search algorithm to generate the shortest path around obstacles. You should avoid running it every tick (add an 'every 1 second' or 'trigger once' condition for example) to avoid redundantly wasting CPU time.

  • I develop Construct, and just to repeat what Doppel said a little, the most telling thing is it hasn't yet reached version 1.0 - we're still in beta. I have to admit there is still one known case (although hopefully rare) where your .cap file can become corrupted and you can't open the file any more - although autobackup should help stop this from ruining everything. The aim is to have construct 100% stable and completely viable for at least semiprofessional game development when we reach version 1.0 - you could look at our release date history and make your own guess as to when that might be.

    So while I would not advocate serious or professional usage of Construct until 1.0, I would welcome any dabbling and reporting of issues, bugs and those annoyances that send you fuming, so we can fix them for the 1.0 release. That's how 1.0 is going to end up stable and useful - with the input of our testers!

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  • Isn't Ashley young? I recall hearing years back while he went by Tigerworks that he was 12 or som,eething

    That would have been around the year 2000 then...

  • I quickly added some soft white circle textures to these particle effects (textured particles are supported in the latest build), and they look a lot better! Point-spriting may not work on all video cards though, so let me know if you just see squares as if with texturing off.

  • Broke my toe on saturday running down the stairs (think stubbing your toe on a door frame with the kind of force you'd punt a football for a long shot). Doctor today said it was definitely broken, so I have... a bandage. It hurts, and I'll probably have to take time off work, being a cycle trainer

    Sucks!

  • Actually, never mind. I think this bug is fixed in the next build. DirectX was complaining about an invalid setting in debug mode - which would have affected auto mirror - and this is corrected now. Next build should have solved that.

  • I think the disappearing while facing left is a graphics card dependent bug. Could everyone list their graphics card and whether or not it works?

    I'm on a GeForce 8800GT and it works fine.

  • If you continually set a force, the object accelerates, according to F=ma. That's normal - you stop applying a force when you want the object to stop accelerating.

    I didn't want to enforce a fixed limit, but Newton imposes its own world size limit. The limit I came up with was arbitrary. It's a few thousand pixels in each axis at least.

  • Fixed for the next build, it was to do with the 'Spawn object' actions, when the object being spawned is in a container with the object spawning it.

  • Yeah, there's a fixed world size limit. I think changing the world X/Y scale might increase/decrease the boundary...

  • Okay, I think we have it. "Scirra" with the "Sci" as in "Scimitar", and "rra" as in "rah". That's how I pronounce it too. So I was right - which is lucky, because I was the one to think it up

  • Great example Thoroughly commented too! Good job.