SuperV's Forum Posts

  • EDIT EDIT: I did that, and it's telling me it was made with a previous version of construct and is incompatible. Shrunk the file from 138 MB to 10MB, though. For some reason I find this very funny and oddly satisfying. For fun, I'm going to paste a few of the little multiplying symbols back in.

    I did that, and I got your same error, so it should be related even to loading a cap or... we deleted something inbetween.

  • I know the problem, Ashley knows it, but he can't find the cause.

    If you open the file with a text editor there are millions of "�" that increase at each save.

    The problem is with some loop in the saving routine.

  • Heh, Drew, I reported each of the bugs you said (families bug and the EVIL BUG OF THE FILE SIZE)

    THAT DRAGGING SYSTEM... I LOVE YOU

  • I've talked to Ashley via MSN about this, but I guess it's worth posting to look at your comments.

    1) Python modules

    For now, we can just insert scripts. I suggest to have modules for scripts as event sheets for events. If you had a module, you put the code in there and then, in the main event sheet, you put a script saying something like "import module1". In this way you can use the same module in different scripts or export it.

    2) Global python variables

    I was making an array-based game, and I found an impossible thing to do. If I have to move my character, I can't use the same array, because this will require other scripts. Look at what I'm saying :

    Since you can't do conditions in python yet, you have to put the script as a sub-event. By doing so, the bariables of the other scripts won't be used in other scripts. What a shame.

    If the dev team adds something like "global x = [1,1]" then x could be used in all the scripts.

  • On button click -> Text.Text = Python("cox")

  • AHH I LOVE YOU

  • I actually found the bug into the cap, with notepad, there are like 3000 rows of "�"

    Yes, that. If I delete them, the cap returns to normal (800kbs), but when I try to start it, Construct says it's of a previous version.

  • http://www.mediafire.com/?1di0jvnjm9w

    Sorry, I've made it htm.

  • This time is a really serious bug. Whenever I save my .cap file, his mb-s increase by 50% every time. It's strange and horrible. I got my game to be 8 mbs. After that, it wont start/export/save again.

  • I made this in Word with several pictures to help the new users to develop with construct.

    http://www.mediafire.com/?5jjfvyh2dws

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  • This is all good, but this is already possible through the current system. What you both are looking at is the basic array system. Placing objects may be a bit harder, but you can make a system to place objects and also a system to parse the text in array locations, allowing you to place a vast number of changes to objects and objects themselves. I agree that if there was a plugin to help tile-based games, it would definitely be well-spent, but mostly this is reiterating what is already possible.

    I know, but this tile object have options based FOR GAMES, like the one i wrote, which are more easy and better than arrays.

  • The tilegrid plugin is an object that works as a unique-object grid, with several properties/conditions/events that may be useful.

    You can assing to each cell a unique value.

    Properties :

    Number of cells (X,Y) = 1,1

    Items... (Here you can choose the values)

    Conditions :

    Compare at (X,Y)

    Compare number of cells (X,Y)

    For every cell of X type

    Pick one of them

    Events :

    Create object at cell (X,Y)

    Create object at picked cell

    Assing value at cell (X,Y)

    Why should it be useful? For example you have 3 types of crates : 1, 2 and 3. They're sprites. If you are going to make a puzzle game, you can easily position these sprites in a grid graphically, and manage all the puzzle events by grid cells. Example :

    ->For every cell of 1 type

    + Pick one of them

    = Create object at picked cell

  • > I don't think I will develop again without this feature.

    >

    That's a little dramatic, don't you think? Why don't you just take responsibility for your backups? With any game project I have like thirty or forty versions sitting in a folder. I save new versions often just in case something bad does happen. It's best to err on the side of caution, that way when you do lose work (and it will happen) you've only lost a few minutes of work, rather than hours or days.

    You know where the save button is. It's not Construct's fault you don't use it as often as you should.

    Well, I should do, every 20 seconds, File>Save as..., then select a different name each time. Not that bad, huh? What, then, if the bug appears on THAT cap, before I save it? I think the auto-backup is really needed, for a beta, or a complete product.

  • I don't think I will develop again without this feature.

  • I replied to your email.

    I saw your reply. I now REALLY NEED that Auto-Backup thing I suggested. Also, the file is really, empty? What? I didn't even saved it. Construct just started beeping, and not-to ruin everything I closed it. Then the cap was nuked? Please find a solution