Ashley's Recent Forum Activity

  • Nice, chains in physics seem to work pretty well <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Woops, that's a cosmetic problem, fixed for 0.89. The action still works like you made it (the image point is "point" and the stiffness is 99), it's just displaying it wrong.

  • Well I can't reproduce the collisions thing, if I add an event testing for collision between Sprite1 and Sprite2, it seems to work fine. Which objects dont seem to work correctly? Is it when using an attribute, or family, or something? Which events specifically "just don't get created"?

  • What happens when you think the game file is corrupted? I think it's rare the actual .cap file gets saved wrong, that code is pretty reliable - you're probably seeing UI bugs or other problems that need to be reported. If you sent a .cap to me that does this, then I may be able to fix it.

  • Just make a save/loading app in Construct, using the array object <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    0.89 is released now and has the changes you wanted.

  • In just over two months we've gone from 0.8 to 0.89, as you can see here - so, assuming we keep up the same rate of release, some time in March we should arrive at 1.0. However, we still have a lot of documentation to do, so I'm guessing it might take a little longer.

    0.89 is approaching a good level of stability. Why don't you try it out and post your feedback here? What is lacking most, and what is the biggest preventer of you making your big game? Feedback like yours is what we need to drive Construct to be what you want it to be...

  • ashley@scirra.com and I'll take a look, thanks.

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  • http://downloads.sourceforge.net/constr ... irror=osdn

    0.89 has the usual slew of bugfixes, a few new features, and the return of 10 plugins.

    The under-the-hood changes to make an SDL software runtime and Python scriptability are also being prepared, so we should have news on this front soon!

    Changelog:

    • 'Force own texture' option added to layers: changes rendering to make Erase effects work (use instead of 99% opacity)
    • Added ability to get object count on a specific layer - pass a layer parameter to TotalObjects (eg. TotalObjects("Layer 1"))
    • Fixed collision bugs involving very wide objects and issues with nonrotated objects
    • Improved stability of Create Hinge to Object in Physics movement (calling at certain times was unstable)
    • Some people reported 3DBox not appearing in the object list. This ought to be resolved.
    • RTS movement: enhanced Pathfinding settings allowing you to specify other types to navigate around other than 'Solid'
    • Double-clicking a sprite in the layout editor now edits the frame that it is showing
    • Application properties: added 'FPS in caption' option for easy performance tests
    • Array object: added compare value at x, xy, xyz conditions
    • INI object is back
    • Date object is back
    • Image object is back
    • AVI object is back
    • Card game object is back
    • Progress object is back
    • Window object is back
    • Path object is back
    • ZIP object is back
    • List object is back
  • Aah I'm just the guy who writes Construct. Someone else can if they think its important <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

  • In the first file array.txt, that's how I want the array to be. I wrote that in notepad. Loading this into Construct does not changes the array values.

    That's because it's not a valid array file. The array object uses its own array files in a special binary format. This is absolutely necessary to store information such as the type of the data held in an element (string/float/integer), the dimensions of the array etc. etc.

    In the second file array2.txt, it's the result of Construct's array saving. What.

    An example of the binary format the Array object saves. It's not possible to manually write an array saved file in notepad.

    The third file is the .cap I used for testing.

    The first thing the file does is resize the array to a zero sized array. All dimensions must be 1 or more for there to be any elements. Do the multiplication: 3 x 3 x 0 = 0 elements! You probably meant 3 x 3 x 1. The array object ignores the set dimensions call because it doesnt allow you to create a zero sized array - I've changed this for 0.89 though, which will allow zero sized arrays (so you don't get confused with the wrong dimension sizes).

    In this .cap when debugging it and checking the array, I can only see the X values I choose

    Hmm, a limitation in the Array object's debugging. It's coded specifically only to show the first values on the X axis, ie. all values where Y = 0 and Z = 0. I did this because with a 100 x 100 x 100 array, you'd end up with the debugger spammed with a million entries which could be quite slow or hard to use. I'll try come up with something better.

    Compare array value at X,Y,Z

    Added for 0.89, woops!

    As for your array.txt file you want Construct to load: it's impossible to write a loader for this file! Should I interpret the first line as four numbers, 1, 1, 1, 1, or a single number, 1111? It's ambiguous and your way would be limited to single character values anyway, so this is the kind of thing you need a custom loader for.

  • Can you make an example that shows it not working properly? I know it's not perfect and needs some tweaking, but I think it's at least adequate. If you move an object and there's no obstacles involved at all, even with pathfinding on the movement should just ignore the grid and move directly to the target.

    The best thing to make movements more efficient is to increase rotation speed like you said, and reduce the 'Blocked speed', which is the speed it reduces to if it finds itself pointing in the wrong direction or unable to reach the target.

  • It might be possible to make HTML render with a transparent background, but I don't know about alpha blending with the background - it's a windows control so I assume it wouldnt cooperate with a DirectX app. But I'll give it a shot anyway.

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Ashley

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