Ashley's Forum Posts

  • There really should be some kind of limit, though, just like autobackup does. If your .cap is 50mb and it spawns a new file every time you hit save, pretty quickly you're going to be using more disk space than is useful.

  • Guys, don't be mean and call someone stupid. It's better to try to help them. Calling names is rude and doesn't help anyone.

  • Thanks for posting your workaround. I think however if you hold alt whilst positioning an image point it applies it to all frames in the current animation, but that's still a drag with lots of animations and angles. It's definitely something that could be improved on for a future version. Your relative positioning workaround is simpler anyway.

  • I think a custom particle engine with sprites is the solution here. We might redesign the particles object for Construct 2, to add lots of customisability but keep it simple, but right now we're trying to stabilise and keep things as they are for 1.0. Efficiency shouldn't be a major concern - particles can draw more efficiently in Particle Spray if they never rotate (using a more efficient Point Sprite rendering mode), but once they start rotating they draw the same way as sprites, so you don't lose much by using sprites anyway.

  • Moved to open topic.

    What is the purpose of this post? Are you asking for people to help you?

    Maybe you don't realise it but posts like yours claiming to have brilliant ideas are very common, and very few of them actually turn in to anything. I wouldn't expect anyone to take much interest in your project until you have done a substantial amount of work by yourself to prove you're serious. People are cynical about posts like this, and for good reason.

  • The particles object is already pretty complicated. I wouldn't want it to end up having 100s of properties and nobody being able to figure out how to use it.

    Is it unreasonable to suggest using a custom particle system with lots of Sprite objects when you need things like this? I can't imagine it'd be any less efficient unless you're creating 1000s of particles or testing for collisions on them.

  • [quote:1yry02h4]It's impossible in Construct, you need specialist tools to make your own OS.

    Impossible, impossible? It is indeed possible, consider a system that opens above the windows, as a portable system with simple functions, I've done this in the construct.

    No, that's not what an operating system is. Windows is an operating system and the application you have just described is still running on the Windows operating system. To write a true operating system, you have to start by writing a bootloader in assembler, for example, then making device drivers for all the devices that could possibly attach to the computer, etc...

    If the question is "can I make a computer organiser" or "system manager" or something that runs on top of Windows, then the answer is yes, nothing's stopping you. But that is something completely different to an OS!

  • I would just use a separate detector sprite. While using the custom collision mask may be convenient, for this type of problem, you're making the problem far harder. If you're trying to find an angle and the act of testing an angle changes the collision mask, you're already in an order of magnitude harder problem than using a separate hitbox.

  • It's impossible in Construct, you need specialist tools to make your own OS.

  • That's right.

  • newt's solution is probably the best idea. I thought I'd made an Angle Lerp expression, but I wrote it for something else. Might be useful to add to the next build?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It's worth noting Construct never changes any part of a string in double quotes. "Chr(13)" will always appear as those literal characters in the string, since nothing is ever substituted inside double quotes.

  • Done as well.

  • Guyon, could you sign up to the wiki and maintain the list there?

  • Done, added you as editor.