Ashley's Recent Forum Activity

  • if( strcmp(tempState.name, tempString) =0)[/code:1gkjhzbu]
    This line is wrong, you need == to compare to zero.  Otherwise you're assigning 0 to the result of strcmp, but it should actually give you a compile error.
    
    I'm not sure I understand your question.  You call GenerateEvent() to trigger an event, and the event you trigger must have the CND_TRIGGERED flag.  Which part of this are you having trouble with?
    
    Edit:  Don't forget you can look at what other plugins do on SVN.  Here's a triggered condition in Sprite:
    [code:1gkjhzbu]ADDCND("On any animation finished", "Animations", "%o %n: Any animation finished", &ExtObject::cTrigger, "AnyAnimFinished", CND_TRIGGERED);[/code:1gkjhzbu]
    
    cTrigger just returns true:
    
    [code:1gkjhzbu]long ExtObject::cTrigger(LPVAL params)
    {
    	return true;
    }[/code:1gkjhzbu]
    
    ...because it should always run the event when GenerateEvent is called.
  • http://en.wikipedia.org/wiki/Computer_display_standard

    Edit: also check out Primary Resolution in the Steam Hardware Survey to see which are most common (amongst steam gamers, anyway, so results are skewed to gamers).

  • "Save Iteration" sounds identical to "Save As", no...?

  • There really should be some kind of limit, though, just like autobackup does. If your .cap is 50mb and it spawns a new file every time you hit save, pretty quickly you're going to be using more disk space than is useful.

  • Guys, don't be mean and call someone stupid. It's better to try to help them. Calling names is rude and doesn't help anyone.

  • Thanks for posting your workaround. I think however if you hold alt whilst positioning an image point it applies it to all frames in the current animation, but that's still a drag with lots of animations and angles. It's definitely something that could be improved on for a future version. Your relative positioning workaround is simpler anyway.

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  • I think a custom particle engine with sprites is the solution here. We might redesign the particles object for Construct 2, to add lots of customisability but keep it simple, but right now we're trying to stabilise and keep things as they are for 1.0. Efficiency shouldn't be a major concern - particles can draw more efficiently in Particle Spray if they never rotate (using a more efficient Point Sprite rendering mode), but once they start rotating they draw the same way as sprites, so you don't lose much by using sprites anyway.

  • Moved to open topic.

    What is the purpose of this post? Are you asking for people to help you?

    Maybe you don't realise it but posts like yours claiming to have brilliant ideas are very common, and very few of them actually turn in to anything. I wouldn't expect anyone to take much interest in your project until you have done a substantial amount of work by yourself to prove you're serious. People are cynical about posts like this, and for good reason.

  • The particles object is already pretty complicated. I wouldn't want it to end up having 100s of properties and nobody being able to figure out how to use it.

    Is it unreasonable to suggest using a custom particle system with lots of Sprite objects when you need things like this? I can't imagine it'd be any less efficient unless you're creating 1000s of particles or testing for collisions on them.

  • [quote:1yry02h4]It's impossible in Construct, you need specialist tools to make your own OS.

    Impossible, impossible? It is indeed possible, consider a system that opens above the windows, as a portable system with simple functions, I've done this in the construct.

    No, that's not what an operating system is. Windows is an operating system and the application you have just described is still running on the Windows operating system. To write a true operating system, you have to start by writing a bootloader in assembler, for example, then making device drivers for all the devices that could possibly attach to the computer, etc...

    If the question is "can I make a computer organiser" or "system manager" or something that runs on top of Windows, then the answer is yes, nothing's stopping you. But that is something completely different to an OS!

  • I would just use a separate detector sprite. While using the custom collision mask may be convenient, for this type of problem, you're making the problem far harder. If you're trying to find an angle and the act of testing an angle changes the collision mask, you're already in an order of magnitude harder problem than using a separate hitbox.

  • It's impossible in Construct, you need specialist tools to make your own OS.

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Ashley

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