Ashley's Recent Forum Activity

  • I'll try and get something sorted soon!

  • That's odd... what conditions are disappearing?

  • Memory usage stays constant here, just the CPU increases as I move the mouse around. The task manager's figures for memory are pretty approximate, it could be normal behaviour, unless the memory leak is significant (ie. you can add 100mb to the memory usage just by waving the mouse). How much does memory increase by, which objects did you try it with (I used sprites and tiled backgrounds), and does closing the layout free the memory?

  • Setting a colour filter on a sprite can tint a whole object, so if you want to tint just parts of an image, you can use separate sprites for the areas to be tinted on top of the main sprite.

  • If it was changed at all, some plugin developer might go and use the "proper" system of 0 degrees being right, and you will still find yourself adding to angles in places to make angles compatible. IMO keeping it 0 degrees right is the best way of ensuring things like Sprite angles, the Angle expression, angles of motion etc. all work the same way. Being able to set angle of motion to Sprite.Angle is a lot nicer than ((Sprite.Angle*-1+270)%360).

  • I'd prefer not to change it. Mathematically, 0 degrees is right. Consider that movement at 0 degrees is X + D cos(0) on the X axis and Y + D sin (0) on the Y axis. cos(0) is 1 and sin(0) is 0, meaning movement right on the X axis at an angle of 0 degrees. It is very much beneficial to keep it plainly mathematical like this: if you hack it so 0 degrees is up, the formula begin to look like cos(angle - 90), with a modification to the angle. This means you can no longer express in your events custom movement as being X + D cos(angle): you will have to also apply the hack to make it compatible with Construct's built in angles, and any modification would not be obvious to a game developer. Even worse if people can invent their own angle systems: in any given game, you simply would have no idea what an angle actually means (would 0 degrees mean up? left? down? south-south-west?). I certainly want to avoid situations where people have to invert, offset and normalise angles just to make them compatible with some other angle system, I've had to do that before for games and it's nontrivial.

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  • This one's gonna be even better! (When it's done...................)

  • Actually I agree with you, I think import and export are underrated. Often it gets relegated to being a minor optional add on type thing but comprehensive import and export controls are a pretty major feature. I'll try and have something sorted for 1.0.

  • My test for build 0.87 worked, could you send me a crashing .cap to ashley@scirra.com? Thanks.

  • http://scirra.com/demos.php

    I especially like the realtime zoom, scroll the mousewheel for it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">

    Oh and graphics/sound by Gamesare, www.gamesare.com

    This demo makes the most advanced use of the display engine so if you could try it out and let me know if the zoom messes anything up, I haven't tested this on any graphics cards other than my own. Cheers <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">

  • I've renamed this forum to the Documentation forum, the place where we can organise the development of documentation for Construct.

    Documentation is a very important part of Construct and we should have something substantial by the time 1.0 rolls around. I've decided the best place to collaboratively develop documentation is the Wiki:

    Construct Wiki

    Note (2nd January 2008): The Wiki has been moved to the above URL hosted on SourceForge since this thread was posted. Links in this thread to the old Wiki will not work.

    I really need everyone's help to pitch in and help get this done - even if you just sign on and add a doc for one property in the Sprite object, it's a start - if everyone did that, we'd be well on our way to documentation <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile"> Thanks!

  • Hey everyone, we're planning on integrating Python scripting in to the IDE. This will allow you to either:

    • Write entire games using Python scripting.
    • Use normal event sheets as before, but include snippets of Python to perform complex loops, calculations or other areas difficult to express in events efficiently.

    You can find out about Python here:

    http://www.python.org/

    We won't be forgetting about events - they're just as important as scripting. So we won't be leaving events behind and making Construct a script only tool, but we won't be making Construct an events only tool with scripting bolted on. We're going to make them work together and make both useful.

    If you have any ideas on what you want to see in Python scripting, or what it should be able to do, get your ideas in here <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile"> We should have it ready in a couple of builds, around 0.9, so have your say now <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile">

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Ashley

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