Ashley's Forum Posts

  • Davo, wheres the video of you slapping yourself?

  • You don't even need any variables. Just add a 'Compare values' system condition to the event that fires a bullet: Bullet.Count = 0. Then you can only shoot when there are no bullets. Simple!

  • Bullets spawn at the angle of the object that spawned them. So if your object angle is always 0 degrees (right), your bullets will always spawn at 0 degrees.

    You should probably spawn the bullet at the angle of the player's motion, rather than the display angle of the sprite (which is what Sprite.Angle refers to).

  • Keep an eye on the changelogs for new builds, including all the intermediate changelogs between stable releases. All changes are mentioned there (including breaking changes where you will need to update your cap if you use a particular feature). If something is not mentioned in the changelog, it was probably not intentionally changed.

    In this case, text width was not mentioned in a changelog because it was not intentionally changed; it was unintentionally broken. There's an open bug about that which is yet to be fixed.

  • How to report bugs. Crashes are always bugs.

  • Unstable builds are posted to the Construct forum.

  • I have to agree with everyone else. While it might be even more understandable than an ordinary event, look at how much room it takes! An entire screen, and for what looks like one event!

    Assuming you can scroll horizontally and vertically, a full game like that would have a massive "field" of randomly placed flowchart tools. Events at least are linear - you can only scroll up and down, not to mention more compact - so it's a lot easier to find things.

  • BTW, XAudio2 has always timescaled audio - the new option is simply to turn it off

  • It might be useful to say what you need help with.

  • That's not right, 'every' doesn't make sense under a 'repeat' condition.

    Try:

    • do something
    • use the function object to call a function after a delay
    • in the function add a 'repeat 2 times' condition
  • No worries. It's cool. Just trying to pre-empt any unwarranted rule-making, but this was needed and I agree with all of it

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  • So making a canvas of only 8x8 and stretching it to fill the entire display works great! Doesn't effect the quality at all, but runs much faster and uses barely any extra VRAM!

    Sort of - a canvas always uses as much VRAM as the size of the canvas itself - it's needed for pixel by pixel processing on the canvas. You are saving the VRAM of the source texture that way, but don't think you're getting all that for free! I said before, I recommend you don't make canvases larger than the size of the window.

  • No method is unhackable. Good crackers can modify the code inside your local copy of the EXE to bypass validation entirely (online or offline), for example. All you can do is make it more difficult. Think of a version of your program written with no validation at all, then think of a cracker working to make your validated app look like that. (Also, it's not too hard to locate particular strings eg. your personal details in an EXE with a hex editor, so unless you used encryption that's easily subverted too).

    Settle on something simple enough that you don't waste days on it, but keeps script kiddies off your back, IMO. Also remember, the more popular your application, the more likely expert crackers will give it a shot. Small scale apps probably don't need ******** protection - but that's not to say someone's not going to pwn it anyway.

  • I don't usually advocate "volunteer moderation", but this is all true and well said. So behold; it be sticky.

  • For example can the canvas grab everything below it, including other effects.

    Yep, and this is what Davioware meant, for fullscreen effect processing. You want to set it to grab the layout before drawing (it means "grab layout before drawing the canvas"). That means it works like this:

    Layout (everything beneath the canvas) is fully drawn

    Canvas takes a snapshot of that

    Canvas processes an effect (assuming you added one) and draws on top of everything

    End result: you see everything with an effect applied.

    'Grab after drawing' means it takes a snapshot after the canvas has already drawn itself. That's useful for frame feedback effects, such as an effect mixing the previous frame and the current frame (usually the canvas has to be semitransparent for that to work).