newt's Forum Posts

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  • Wow. Really didn't see that one. I mean there's no reference to it in the debugger.

    Alright so I guess I need to think of all plugins as objects, even if it is a behavior.

    That kinda complicates things since each sprite, etc. could have multiple behaviors.

    Rules out that idea.

    So I guess all you can do here is use system TotalObjects as a way of getting UID.

    But you would have to use the current count as the uid, before you create the object.. hehe

    set globalvalue (TotalObjects)

    create object.sprite

    -set sprite value (globalvalue)

    Thanks!

  • Might check to make sure shaders are set not to run... since that card probably is less than 1.0.

    I had a similar issue with a Intel built in. It could run version 2, but that's sill pretty much useless.

  • I was looking over some recent threads about picking instances via UID, so I decided to see if there was some sort of pattern given to the uid when an object is created... and there is... sorta.

    It seems the UID is assigned the current total object count when the object is created... ok fine, but for some reason there seems to be some extra object created, or at least counted at the same time.

    Check the cap. On right click two objects are created on screen(sprite, and its container text), but the UID, and debugger says there's a third.

    http://dl.dropbox.com/u/666516/ghostinthecap.cap

    So my question is what is this extra object?

    The container?

    The click?

    Ok probably not the click.

  • [quote:2ki91xpq]But how do I know which channel my sound is playing on if I'm using the "autoplay sound" action?

    Autoplay uses the first available channel.

    [quote:2ki91xpq]Is there a place where I can learn all the syntax for the various objects and stuff that can be used in Construct?

    I assume XAudio2 is the default name of the XAudio2 object when you first add it in, which can be renamed.

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Main_Page

  • Ah, yeah, I think it's a limitation. I got around it by using the object pairer instead - I use for each 'family', create a shadow and pair them.

    Interesting, never thought about using the pairer with families.

    Thanks for the info.

  • Ok well, I'll put it this way.

    Given the existing code base, and expected performance, which platform would be easier to port, to get the features we already have?

  • You might want to add the object and experiment.

    Yes it can do all your asking, but if you add the object and take a look at the possible events, it should become pretty evident.

  • That's a bit vague, how are they going to rotate, and whats the chance for a stick?

    Without knowing much more I'd say take a look at the custom movement behavior.

    There's an action called restrain distance from object.

  • Dunno about the rest of you, but I'm leaning more to a XNA port... for a couple of reasons.

    XNA is made for gaming so the port itself should be easier, as the devs would simply be converting it, instead of creating code.

    Then there's performance. Again since it's made for games, getting features we already have should be a lot easier.

    Now on the other hand it looks like a lot of people are leaning towards Android, mostly since its made from a Linux kernel.

    But, would the games run on C, or Java (Dalvik), and what features would be expected?

    Obviously not speed....

    Then how hard would the port be for that since there's probably not a lot of existing game development?

    Perhaps the Android port should be left for some third party to do.

    I say that after finding out about the Android Developer Challenge.

    http://code.google.com/android/adc/

  • How about something in between, a dummy object that would allow typing out conditions, and actions?

    Kinda like Python?

  • I guess you could try it with unbound scrolling, and see if that helps... but I doubt it.

    Only other thing might be an fx, but you know how that would go.

    I have seen the offset before, but I thought that was just on the dx widgets.

    Any way I'm out of buts.

    Make a bug report, and see what happens?

  • When a sprite is created it's speed is set to default.

    So if you destroy the sprite with the new speed, the spawned sprite will have the old speed.

    http://dl.dropbox.com/u/666516/animspeedefault.cap

    Also dunno wtf is with the text in the cap.

  • ^What Data said

    Something like:

    On escape pressed

    system close

    Or

    Press f4.

  • Is that with display zoom, or layer zoom?

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