Ashley's Recent Forum Activity

  • I agree the concept is possible - FPS creator is a move in that direction. I haven't tried it so I can't comment much, but I (possibly unfairly) presume it's very drag-and-drop and not particularly flexible (eg. could you make nonlinear games loading sections of a world at a time like Crysis? could you make driving games and aircraft flying games? other 3D games like a 3D RTS or 3D simcity type thing?). As in, it's basically a heavily moddable FPS game with a limited engine. Now I don't actually know anything about its engine and I'm operating purely on stereotype (I'll try it out some time properly), does anyone know if I'm right or wrong there?

    My idea with Construct was not to make it 'Platform creator' or 'RTS creator', but be good in all areas of 2D, which is the most useful way to make it. Even if I added features specific to a genre (originally containers were designed to help create a unit for an RTS game) they were deliberately generalised to be useful to any type of game. So if I made a 3D game creator, I'd instinctively want it to be able to do all those 3D styles. As you can imagine... that's quite an engine to embark on.

  • They're all expressions in the System object. There are further explanations at http://www.scirra.com/wiki/SystemExpressions

  • [quote:2gyysju8]We could have competed against games coming out at that time!

    Interesting point - millions of dollars and whole production teams including directors and writers go in to modern games these days. Making a 3D game creator that could compare in any way whatsoever with something like Crysis (which is amazing, btw) is simply impossible from a resources point of view. On the other hand, in something like Construct, once finished I aim for it to be possible for an indie gamer to rival the top 2D games.

    This isn't the only reason I hesitate to move further in to 3D - it's a nice rosy idea that it could one day be possible to make impressive 3D first person shooters as easily and flexibly as Construct - but there are significant or even prohibitive technical and design challenges to get around. It's simply out of scope right now.

  • Can't reproduce that - has worked for me for a while - can you send a crashing .cap to ashley@scirra.com? Thanks.

  • As far as a 3D model object would work - it's possible but would be mostly limited to 2D (ie. only 2D collisions etc, moving it away or toward the camera would have the same effect as with 3D Box where the collision area does not change). But also not before 1.0, as there are too many other things to do.

    3D won't come with SDL.

  • Easiest way:

    "Myvalue is: " & Sprite('Myvalue') & " and Othervalue is: " & Sprite('Othervalue')

  • Hehe, thanks deadeye, good demo <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> If I had a gold star, I'd give you one.

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  • Wise words, ssbfalcon. And yeah, it'd be nice to do something for the 1.0 release. Tis hard to come up with a prize though, I guess we could frontpage a game <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • [quote:2yi4f932]but when you sort y (to put it in numerical order) it affects x too

    This is pretty much how C++ works, by default it uses reference semantics on arrays. I guess Python's x[:] is a way of explicitly calling the copy constructor (if Python calls it that), which is probably a good idea, so you don't accidentally end up copying around large arrays unnecessarily. In real world apps, the majority of the time arrays will be passed around by reference semantics.

    As for mixing strings and ints, it's generally a grey area anyway. It works pretty similarly to Construct (you can't add or perform operations on mixed types usually, except for special operators like string concatenation &). Operations like "50" + 1 are intrinsically ambigious, do you want to get 51 or 501? Rather than allow something that may be unexpected, the general solution is to disallow it - this is not any particular language's fault. You should use explicit string or integer conversion functions to make it work how you want.

  • I really don't want to be Mr. Thread Locker - I haven't locked or deleted any threads yet - so let's all just get along <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • OK, but you can always use set angle to:

    angle(.X, .Y, OtherObject.X, OtherObject.Y)

  • Because the layout editor is rendered with DirectX, and the app runtime isn't (just plain old Windows). For some reason DirectX uses pixel heights for fonts instead of Windows' point size. As soon as I figure out how to tell what point size a pixel height is, I can fix it...

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Ashley

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