Ashley's Recent Forum Activity

  • I think no matter what scripting language we pick, X people would say "OMG awesome!!" and Y people would say "no way not that one!!". We've investigated a few, and picked python for several reasons, one of which being it has got very good C/C++ integration which makes it very flexible for Construct.

    Also for highly algorithmic stuff (tight loops with lots of variables), Python is almost certainly faster. In Construct if you add to a counter or global variable or whatever, you still have the overhead of jumping in to an action, whereas Python just knows to increment a variable and probably does this in a very optimised fashion. That's part of the use of having Python. There will also be bindings to call actions (and possibly conditions and expressions) from Python itself, but when you do this you still get the overhead of jumping in to an action.

    As for SDKs, Python plugins etc. we have plans to significantly improve the modularity of coding with events, and python fits in to this rather neatly. We'll be announcing more stuff in future <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Hi, just add a sprite and under 'Attributes' in its properties, tick 'Solid'. Now the player can't walk through it <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • 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.

  • 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.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 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">

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,398,081 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x107
    Coach One of your tutorials has over 1,000 readers
  • x61
    Educator One of your tutorials has over 10,000 readers
  • x3
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x35
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs