nobuyuki's Recent Forum Activity

  • is there a time when you SHOULDN'T follow netiquette? ;3

  • eww eww mikmod

    thanks for adding in at least some mod support anyway... why not have gone with libmodplug? It would have supported way more modules with much less showstopping rendering errors....

    http://modplug-xmms.sourceforge.net/ libmodplug, open-source modplug replayer engine licensed under GPL

    http://dumb.sourceforge.net/index.php?p ... oc=licence originally based off libmodplug, but specifically suited for game-making. Might be a different license.

    keep up the great work :3

  • I personally think it would be cool if there was a tile -object- to blit tile maps from an array and source bitmap onto the screen (and handle things like collisions and individual tile checking too), but integrated tile editor? nahhh <img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" />

    The current editor should do a good job for those quick and dirty things, and there's a plethora of neat external tile editors you can use (and get to be the first to write a parser for their map formats) ;3

    I have the same belief in the picture editor -- there's some nice external tools, Construct just needs to interoperate with them more streamlined and we're in business

  • If I remember correctly, you can use the ink effect "erase" to perform the same function as taking pieces out of a landscape. Your sprite is the erase mask, so you can define it with pixel precision.

  • can you calculate a force vector based on the relative mouse movements and apply it to the object you're dragging?

  • I'm still looking forward to when Construct can be truly platform-independent, not just able to be emulated or recreated by software on a target platform (which is why I'm so excited by timtim's project). Platform independence means much more than seeing it run on linux or mac, but practically any platform we can dream up and have the time to implement.

  • hey arsonide, just for fun you may want to try memtest86 on your computer -- sometimes things like overclocking can lead to instability and weird problems with random programs

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  • Dines: In windows, clipboard data have a header format, but they do not always follow a convention that would cleanly import into Construct -- for example, multiple copies of clipboard data with different headers are exported when copying something from an Adobe product. Also, it isn't always nice to second-guess the user, but in some cases with otherwise un-useable clipboard data, doing some of those things would be nice :3

  • VERY VERY AWESOME

  • ooh yes, syntax highlighting. Luckily, there's tons of great libs out there already to provide "drop-in" IDE performance features for coding such as syntax highlighting and auto-tabs. Just think about this, deps. MSVS puts tabs in for you now, so really there's no reason to hate tabs out of laziness (which was my main reason I didn't like forced whitespace). If the IDE used for Python in Scirra Construct did the same thing, I could care less about forced whitespace. The IDE would usually handle it, and eventually (this is what happened to me), I started tabbing out of habit anyway to avoid the auto-tabs making me lose my place.

  • > How about being able to write extensions in Python? It's a far simpler language than C++, which would make it easier for amateur developers to write extensions for Construct. Python has great interoperability with C++, so the Python SDK could be entirely based off the C++ SDK.

    >

    I don't think writing extensions in Python is a good idea. That would effectively nullify the one of the major benefits of extensions in C++: C++ is fast. It's a compiled language. Python is interpreted language, so it doesn't perform any faster than Construct's events, which are, too, an interpreted language. Actually, I think that events might perform faster than Python, because they are very simple. But I don't know, it's about the optimisation of the interpreter, after all.

    Only for close loops; for many things you can bind to C++ for any function you'd want to impliment that's available in the C++ world to python but not available to Scirra by finding the python bindings and attaching it to the scirra plugin SDK wrapper for python. This is useful for people who don't like C++ but will tolerate easier-to-use languages like python and would only want limited extension creatibility... I guess it all depends on what sort of extensions you could create with inline python rather than importing it...

    As for Ruby and Lua, please god no. Beauty in language? Are you guys smoking your CS majors? The whole idea about easy tools like Construct is that form follows function -- it does what it does and it does it good, effective, and easy. I should disclose my personal bias by saying that I'm a BASIC programmer and I don't give a crap about "beauty" in the classic programmer's sense -- verbosity makes it much easier for ANYONE to get into programming vs. something that looks like a math problem.

    Edit: To not sound like a hypocrite I also request that Scirra's inline python editor provide auto-tabs

  • it could but if there was one for every object type you'd have one for actives (sprites), and each extension, that would be silly. doing it manually, if it were possible, still seems like the better choice for those looking to organize their project...

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nobuyuki

Member since 8 Nov, 2007

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