Ashley's Forum Posts

  • The runtime already detects if DirectX 9 is not installed in the DirectX builds. If the user doesn't have DX9 the following message is displayed:

    "A required DirectX component, 'd3dx_30.dll', was not found. Please install the latest version of DirectX 9 in order to run this application.

    Click 'OK' to visit the Microsoft to install the latest updates for DirectX 9.

    Click 'Cancel' to terminate the application."

    Clicking OK opens the user's browser to here. It points to the DirectX download category because the original direct download link turned in to a 404 after a few builds, but there's a big link at the top for the latest end-user runtime.

  • 0.89 should have this sorted for you: you will be able to set Pathfinding to 'Custom' mode, where you manually specify with actions the object types to navigate around. You could use Solid for land units and make your own attribute, 'Land' say, for naval units.

  • Oh and as for compatibility, the SDL runtime will run universally so you can always opt for that if you want to make casual gaming painless. If you want the latest and greatest visual effects though, you have no choice: you have to use the DirectX runtime and your users need an up to date DirectX 9!

    An OpenGL runtime, if we made one, may be more compatible too.

  • Good point, there needs to be a change to the RTS movement to support this. I'll try get it in for the next build.

  • Maybe I wasn't clear enough - putting d3dx9_30.dll in the same directory as your game doesn't install DirectX 9 and wont let people with DX7/DX8 play the game <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /> you need a real DX9 install.

  • I think Chris was working on an sqllite plugin, but I guess he didn't finish it. I'll try grab him and get him to finish it, or see if I can finish it myself.

  • Yeah, you could use an Erase effect on a layer, or just put another sprite on top of it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • The SDK uses CStrings for strings in the MFC configuration. In the Win32 build, MFC obviously isn't there, so instead I manually included the ATL CString by including atlstr.h, which provides a CString implementation.

    You could try the MFC DLL configuration, for which there is also a VS 2005 .sln file. Important that one in to VS 2008 might give you better luck.

  • Glad its fixed <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> it's a shame we didn't get to the bottom of it though, because if it happens to someone else, we're back to square one.

  • No you can't, sorry... we need something like a transparent RTF plugin. I'll see if I can have one ready by 1.0.

  • Here's an example:

    http://www.scirra.com/files/masking.cap ( made in 0.88 )

    Sorry, turns out you have to use the 'Erase' effect <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> but that file demonstrates how it works. Note the 'Masking' layer has an opacity of 99%, this is a workaround to a missing "Use own texture" option for layers that I'm going to add for 0.89.

    The sprite with the erase effect cuts a hole in the layer and shows whatever is underneath. That is what I was describing, is it helpful at all?

  • This would make a fairly decent plugin, I'll add it to the todo list.

  • It should be under 'Game' objects...

  • I wonder if its better to wait for virtualisation software to improve rather than manually port the runtime/IDE? If say WINE runs it fine, there's no real reason for us to go to the effort of a port... I haven't gotten round to installing any Linux yet. (dont shout me down Linux fans <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />)

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  • Download:

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

    Sorry about the delay, but now I have a new PC that works a darn lot faster, so I can be much more productive now <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">

    Python didn't make this build but we're still working on it and hopefully should be around by 0.9. We're trying to integrate it as effectively as possible.

    Anyway here's the bugs fixed this time around:

    • Array(x,y,z) expressions now are accepted by the validator.
    • Collision testing responds to the displayed angle when sprites have no rotation or N angles enabled.
    • Removing events when loading .caps should be fixed.
    • Added LayoutWidth / LayoutHeight system expressions.
    • Expression syntax now allows negative numbers after an open bracket, eg. (-5 * -5).
    • Fixed crash deleting the second object in a collision event.
    • Added 'Compare speed' condition to Bullet movement.
    • Fixed blanking out layout editor when inserting the 3D box object on some (nVidia?) video cards.
    • Added ImagePointX/ImagePointY expressions to Sprite. As with actions, this can accept a number or string parameter to identify the point.
    • Fixed crash double-clicking grouped objects.
    • Fixed order-of-operations bug in expressions.
    • Fixed inaccuracies testing collisions between two rotated objects.
    • Fixed crash in editing copies of a tiled background.
    • Tags insert properly and work at runtime.
    • Fixed lines drawing blurry on some video cards.