Ashley's Recent Forum Activity

  • Love the style reminds me of the pixel art golden days of LucasArts games like Loom and the original Curse of Monkey Island... with some high-colour-depth modernity thrown in.

  • It repeats all its actions and subevents with a named loop and a range of loop indices. For example,

    + Start of layout

    -> Start loop "blah" 100 times

    + On loop "blah"

    -> Actions to do in the loop

    is identical to:

    + For "blah" from 1 to 100

    -> Actions to do in the loop

    Faster, fewer events, more compact, still dead easy If you don't need the loop index you can just use 'Repeat':

    + Repeat 100 times

    -> Actions to do in the loop

  • It might be 1 or 2 frames behind due to the GPU and CPU working in parallel - effectively you're always one frame behind because of that, but the efficiency increase is huge. It'd be a 10-17ms delay, most noticable if something's following the mouse and you drag quickly.

  • What exactly goes wrong with it? If it's a bug, can you post it to the tracker?

  • Behaviors are coded in the C++ plugin SDK - which is pretty heavyweight for most users, I agree. But there's no other way to add something to the behaviors list at the moment. We might be able to come up with something event based in the long-term, but we're looking at firmly post-1.0 features here.

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  • I think you're missing something; when you add a fresh sprite to a family with family variables, you don't have to add all the family variables to the sprite - it's just that any you don't add, won't be available via the family any more.

    If you have a family with variables A, B and C, and you add an object with no variables to that family, you're prompted to add A, B and C to that object. You can untick some from the list - for example, leave only A ticked - and then the object only gets that value added. There is now only one family variable: A. If you previously had events referring to family variables B and C, they will be lost, which is why you are warned - but if there aren't any events for them it doesn't matter. So you don't have to have to include ALL of EVERY object's variables. In this case, you could still add variable D to the object, use it via the object's specific events, but it wouldn't be there in the family.

    Does that make sense?

  • Subevents are always working with the objects picked by the parent event - it's an important part of how they work. You can also use the Function object to call events and remember objects across them too!

  • The 'On loop' condition only works with a constant (ie. typed in) loop name. I thought I put in a warning in case the expression wasn't constant, but I guess somehow it got turned off. I could have allowed variable names, but it would reduce the algorithmic efficiency considerably. If you can't assume that every string is going to stay the same, every time you run 'On Loop', you have to check all other unrelated 'On loop' conditions to see if their name matches the loop being run, every iteration. This means if you have On loop "a", simply adding some events for loop "b" slows down loop "a"! However, in Construct, forcing a constant string name for the loop allows for an optimisation I've coded that keeps that painful inefficiency from occurring.

    Still, the 'start loop' loops are much, much slower than the condition loops (eg. 'For'). I wouldn't recommend you use them at all. They spread out the code to unrelated places in the event list as well. Condition loops keep everything tidy, and are much faster. The CPU cycle overhead per-iteration for the 'Repeat' system condition was about 9 cycles last time I measured it; it'll be hundreds of cycles for anything using 'start loop'.

    As for the condition loops, you should be able to get away with using a variable for the name, but I wouldn't recommend it. It'll only work so long as the variable stays the same for the duration of the loop. I can't see why it's necessary to ever do that though.

  • I wish politics in the UK was as interesting and inspirational as in America!

  • When do you get that message? I'm sure it checks resolutions supported by your display adapter - if you pick fullscreen mode and your video card or monitor can't display that exact resolution, you'll see that error.

  • Any word on whether or not it will be in the next major build?

    It won't be in a near-future build, but it will be eventually.

  • What is it? A graphics tablet?

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Ashley

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