Ashley's Forum Posts

  • Looks cool, interesting idea for a competition

  • Nice We'll still get rid of MFC/ATL from the SDK in Construct 2, so you won't need the DDK download, but it's cool this works now!

  • You can also do it without Image Manipulator - Sprite has an action to load an image from a file as well.

  • You can't, attributes cannot be changed at runtime. It's really easy to reproduce Center View On Me with a scroll action so you can customise it that way!

  • I can't put it back - it's fixing a bug. I understand your frustration, but it's not an unintended feature, it's a bug which could result in instability of the engine, hence we corrected it to work like it always has everywhere else in Construct. If I left it in, you might find your project randomly crashing because you're depending on an unreliable part of the engine. It's a fix, your project is now more stable, the side effect is you have to change the events that use an old glitch in the engine.

  • That's true, but it's not the only issue. Take a look at that article. Basically the way you've done it changes speed depending on the framerate, and it shouldn't. If you v-sync your game (which makes it look smoother), one PC may run the game at 60fps for a 60Hz monitor, and another at 120fps for a 120hz monitor. The guy with the higher refresh rate would have a much harder game, your way, because enemies fire twice as often!

  • The only bug I can find on the issue is this one. Have a look at the comments, it was closed as won't fix. It looks like the family picking behavior has changed slightly between 0.99.7 and 0.99.8, but it has gone from potentially unstable behavior to the correct, stable behavior. So if your application's family picking was broken, it means you were previously relying on functionality that could've crashed, and it's necessary that you fix it. Davo's comment explains what the difference is, and it seems to only affect events with Create Object actions. So if you know the way it now works, you should be able to inspect all your object creating events and check they are set up correctly.

    I know it's kind of annoying but the engine has always worked this way - the real bug was that 0.99.7 let you get away with it - but hopefully this is one of the last pre-1.0 pains.

    Let me know if anything else has changed with family picking (but I doubt it, since we haven't changed any of that code for some time).

  • It might be better to use 'every X milliseconds' with a random interval, or even a constant interval (eg. every 500 ms). The way you've done it there it chooses a random number every frame. So if someone's computer is slow and running at half the framerate, the enemies fire half as often, but would keep moving at the same speed (see TimeDelta).

    This is another reason to post your own answer: you might not have done the best thing!

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  • Searching 'Construct' in Bing, for me, doesn't show anything related to us on the whole first page. But we're #2 or #3 on Google. I'd say Google are indexing us much better.

  • I try to stop by every couple of evenings. It shouldn't be hard to catch a developer in there if you want to ask one a question

  • This was a long time ago and getting bitchy won't fix anything. Closed.

  • Most modern browsers have a way to report web forgeries/malware websites, so you could try hitting that as well.

  • It's very old and is malware which will attempt to steal your passwords so don't install it! Someone posted it to the forum back in 2008 as an attack, so this isn't new.

    I'm un-hyperlinking the URL just to be sure no post skimmers try installing it...

  • Perhaps you could post your solution in case anyone else searches/reads this post - I suppose you used a 'pick random' condition followed by 'spawn an object'?

  • For the record, the bug in the original post was fixed in a recent build, and solely affected the object count, rather than spawning ghost objects or anything like that.