Ashley's Forum Posts

  • That's Direct2D (based on DX10/DX11) - Construct draws with Direct3D 9, which is even more code...

  • Thanks for the post I'm glad you've seen your potential as a programmer - you've come up with some really impressive stuff in Construct. One of the goals of Construct is to teach logic and help interested people move on to coding, so I'm glad it's succeeding in that.

    We're designing C2 with an even more extensible architecture. The aim is to allow third party developers to write runtimes for new platforms. Perhaps that's something you'd be interested in?

  • I like Cubase 5 (mainly because I learnt how to use it in school and stuck with it due to inertia), which isn't too expensive either, if you get the basic package. Runs VST too. Great for recording a band as a home recording or such.

  • How did you name an object "360"? Construct should prevent you giving objects names which are numbers, or starting with numbers, because it means you can't tell object names apart from numbers in expressions.

  • I don't think there's any point turning this in to a Microsoft rant/debate. That's been done to death a million times already.

    The main problem with DirectX in Construct is actually technical. That darn D3DX update causes a lot of people headaches, especially due to not-reading-error-messages syndrome. Portability isn't the big deal it might seem, since using OpenGL probably won't help with porting to XBox, or web formats. The fact it's easier to program for is also nice for us, but I doubt anyone using Construct really cares about that. But we have decided to go with OpenGL for C2 anyway.

  • I'm not particularly offended or anything, but I'm going to lock this thread. If you're interested, contact the OP directly.

  • Construct uses a pretty recent version of DirectX. My best guess is they haven't got decent DirectX support. Nothing we can do about that sadly.

  • Or if your server goes down, everyones copies of the game start disabling. If it's just for a beta run though, it doesn't matter too much, people will put up with that (paying customers won't).

    Also, you might want to pick a better download destination... you might be refused write access to C:\ - or even the application's own directory - in Vista/7. Might be best to go for a temp folder.

  • I didn't do that because the links on the Microsoft website seem to change every few months. I wouldn't want a bunch of old games to end up redirecting to a 404, that's worse than the category page...

  • This is a constant pain and probably won't go away until we add a bundled-DirectX files feature (depending on if that's legal).

    The dialog has a button you can click and it takes you straight to the DirectX download page. I really can't think of a way to make it any simpler. Any ideas?

  • Mr Wolf, there's no point compiling events to C++. The entire event engine and all plugins are already written in compiled C++, the interpreted part is simply some lightweight code to decide what to run. That's already fast enough. Where events are slow it's usually due to the list-based processing of the SOLs, and that would be pretty much identical in a "compiled-to-C++" event system. So I doubt it would even run any faster!

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  • Construct already does this. If a group is inactive, the events are not even looked at. If an event has 20 subevents and a condition in the parent event is false, none of the 20 subevents are even looked at.

  • OK! We're not going to remove sub animations

  • Ooh OK. Well, there's several explanations in this thread now

  • Referencing bash?