Rich's Forum Posts

  • I believe it does - without checking as I don't have Construct to hand here - save with a DX updater, however, I am not sure if it upgrades to the latest version the runtime used, as it was changed since the installer was made. The C++ runtime shouldn't be needed as plugins and the runtime are static linked.

    I'll check this out later today to be sure.

  • The HTTP object can handle multipart uploads, which any standard ASP/PHP script can support.

  • Something to note is that the resource tab will soon be gone, implemented into the project bar. It was a little redundant and space filling.

    Also, you can collapse the ribbon by double clicking it, to gain some room.

  • Well put.. my biggest worry is that people like this may transfer these views onto students; they shouldn't be allowed to teach such crap, even if they don't like STL.

  • It's fairly easy to do with Direct-X, so it depends when we have time to get round to it - or if someone else does.

  • Better organisation features heavily in the next build; also, the tileset object looks relatively complete from what I saw the other day, though it depends when David has time to finish it.

  • It seems to work OK for me; something to note is the quick access toolbar - for the sake of development (as we change alot of stuff) - is reset every time you install a new build, currently. You may have placed run layout in place of run in this? That's all I can think of.

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  • Yeah, that's what I meant; I think they mean that it should check bounds in release/debug and stop a crash/exception, which is totally wrong for a library like this. It should present you with every bug you should have, not hide them.

  • > It's a shame networking in games is so important these days. Playing games with other people should never be done, no one enjoys playing games with friends!

    >

    Was that sarcasm?

    I'd think so .

  • Something to note is that layouts don't have the event sheet below them displayed by default; you'd have to expand it. I think the event sheet folder should display every event sheet; so at a glance you can edit one, and not have to find the layout it's attached to. Remember that it's a tree, so anything you don't want to see you don't have to.

    GMG: I agree, I've renamed the folder 'Objects'.

  • "It is clunky"

    It's the fastest and best optimised set of classes for arrays, maps, etc that I know to exist..

    "Method names are often verbose"

    This is a good thing, and in a time when every single - even ten year old - development environments have intellisense, what is the problem? Better to have full names than to shorten them and confuse.

    "Use of methods is rarely intuitive"

    Sometimes I feel inclined to agree with this; I find myself ocassionally looking at documentation for it, but on the whole it's no harder than any other library.

    "..no bounds checking.."

    I'm not sure what to make of this; it seems to be a design decision whether libraries error check, though I'd argue that for the sake of speed and streamlining - as well as programmer control in some instances - that for STL, this is the right way to go (for other libraries it may well not be).

    "Names of methods and classes aren't mainstream"

    Why aren't they? There's no example cited, but the storage classes at least seem to be suitably named.

    "Iterators"

    I used to be a fan of not using iterators, but since I've used them I can see their advantages; they're quicker and more intuitive than looping and looking up via indexes.

    Seems like a load of tosh.

  • Yeah, seeing as Direct-X is such a big platform now they really should be including it in Windows update; it's probably the leading cause of problems end users have with Construct, and although easily remedied, it shouldn't exist.

  • With that in mind, it should be possible to do more with images in the application runtime, so fairly soon I'll get round to adding some more application controls/objects to make it easy.

  • I don't understand what all this angle stuff is about? They're an integral part of animations; the only way you wouldn't use them is if you're using a behavior like car, maybe platform and a few others. Ones like Grid, 8 direction etc need angles to behave as you'd expect. If I make an RPG and use Grid Behavior, do I want my right direction rotated 90 degrees to my south direction? Or do I want to draw it to look different using angles..

    Then you factor in custom engines or other uses etc, and not using angles only applies to a very specific set of genres or concepts.

  • They've been discussed and will probably be added at some point in the near future.

    However, please don't use this thread to suggest ideas .