Daiz's Forum Posts

  • How did you name an object "360"? Construct should prevent you giving objects names which are numbers, or starting with numbers, because it means you can't tell object names apart from numbers in expressions.

    Well, I just made an Xbox 360 Controller object, and renamed it 360. From the looks of it, I can rename anything to any number, though. Like renaming a gradient to 303882 works.

  • I did, and renaming it fixed the problem! You, sir, are a lifesaver. Honestly.

  • So it appears that Python is broken in a project I'm working on. I enabled scripting, and upon startup, I receive the following error message:

    File "<string>", line 2037
    class 360Instance:
         ^
    SyntaxError: invalid syntax[/code:2q97tc4w]
    
    To clarify: I don't have anywhere near 2037 lines of Python in my project. Neither I have anything that would even remotely resemble class 360. I believe this is from Construct's internal Python code or something along the lines of that.
    
    Anyway, after that, whenever I try to refer to any Construct objects in Python code, it gives an error like this:
    
    [code:2q97tc4w]Traceback (most recent call last):
    File "<string>", line 30, in <module>
    NameError: name 'System' is not defined[/code:2q97tc4w]
    
    Of course, the line number and name varies. No reference at any place works. Meanwhile, in other caps, everything works just fine and dandy. Everything Python that doesn't refer to Construct objects works just fine.
    
    This is a serious showstopper for the project, since I really need Python and being unable to refer to anything means that I'm not able to do much with it. Any ideas how to fix this?
  • Add all your objects to a family.

    Then add the following event:

    For Each Family sorted by Family.Y -> Send to front

  • >

    > > Would it clear from VRAM as soon as all instances of the bullet are gone? Oh, hmm. I could manually load the storage layout and keep it loaded couldn't I?

    > >

    > From my testing, it seems that textures are removed from VRAM as soon as all instances of the object using it are gone.

    >

    I just tested it myself too just to clarify if that also applies to objects that are part of the layout and it doesn't. Good to know. This stuff should really be written down somewhere...

    You can unload objects that have no instances left from VRAM - just run Unload textures for the layout you are currently at. It'll clear all the deleted objects from VRAM while leaving everything else intact.

  • Easy way to deal with this:

    1. Bundle dxwebsetup.exe with your game and point people to it

    2. If your game uses an installer, make it run the DirectX installer during the process.

    Also, I would recommend Inno Setup 5 over NSIS for your installer needs. It's what me & Zotged used with Niilu and it's also what Construct uses.

  • Saw this over at the TIGsource forums:

    http://forums.tigsource.com/index.php?topic=8803.0

    So basically my request is custom shadow masks for the Shadowcaster behavior in the same way as we can have custom physics collision masks. How feasible would this be to do? It'd improve the Shadowcaster behavior tremendously.

  • Make functions for your needs with the Function object?

  • ActiveX tends to be the dealbreaker for quite many, though. It's like opening a can of security worms.

  • You can define whether to load textures on application startup or on layout load globally in the application properties and also change it individually for each layout in their properties. You can also load and unload layout textures to memory via events. In other words, controlling the texture load should be quite easily doable.

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  • Probably some additional small movement causes the event to trigger multiple times since you only have one condition, which is the collision. Add another condition under it like "Is Bullet movement active for Sprite 1". Since you deactivate the bullet movement in the event, it shouldn't trigger again.

  • Damn, and here I was looking forward to a Finnish translation so much.

  • Change the event:

    Flashactivator overlaps flashingthing -> Flash flashingthing

    to this:

    flashingthing overlaps Flashactivator -> Flash flashingthing

    That should do the trick.

  • Looks terribly generic. I've never liked this particular blog template.

    Also, some sort of <noscript> fallback for the Flash logo would be nice.

  • Round(1/TimeDelta).