I would say generally if you use the last stable build (or even the latest build), provided you're only building up groundwork, you're unlikely to run into too many problems. Most of the remaining problems don't prohibit general work.
An iterator is defined as what it is you are iterating.
vector<CRunObject*>::iterator i = sameBehavior.begin();
Then continue as you were with the loop. Because you're iterating pointers, you access the data of the CRunObject like so: (*i)->.
Well by the sounds of it your GPU isn't compiling the effects for whatever reason; it looks like your chipset does support them, so I'd wonder if it was drivers/OS or something..
Run the video hardware tool in Construct Discussion and post up the details.
Develop games in your browser. Powerful, performant & highly capable.
Post the .cap up, it's hard to tell what's wrong.
Probably not. Don't count on it.
There's an existing issue of 2D art being difficult for many users. How would they cope with having to make full models for everything in their game, I wonder.
Change sampling - in application properties - to point.
My old laptop runs Construct fine despite having an onboard GPU. Any new laptop will support it I'd guess.
Use the mouse and keyboard object and only start the timer when a key's pressed?
You'll want to remove the https there, so non wiki members can read it:
http://sourceforge.net/apps/mediawiki/c ... .2FXBOX.3F
Those events should work, post up a .cap.
Use the timer behavior.
If you use optimized asm routines for sincos the speed dif over events would be fairly big.
Possibly, I think a mod of sprite to be able to load sequences (either from 1 image, or from a zip file) would be far superior though. I do see that being able to load animations at runtime would be useful.