Ashley's Forum Posts

  • Can you upload a .cap that shows the difference?

  • active

    Sprite.

    Construct tells them apart by using conditions to filter only the instances that met the event.

    [quote:1ol6augh]Is it just like TGF's rather poor method of using Spread Values

    You rarely, if ever, need to use spread values in Construct - have a look at the 'For Each Object' condition.

    [quote:1ol6augh]collide with another object semi-automatic way that you must design your whole code around

    I don't understand this, what's the specific problem you are talking about? Hazarding a guess, you might be interested in the advanced collision system condition, which allows you to choose which objects involved in the collision get picked in the event.

    [quote:1ol6augh]I remember reading something somewhere saying that Construct has an unlimited amount of actives available and without any slow-down, is this true?

    It's true that Construct supports an unlimited number of sprites, and you don't need to specify any limit. However, if you're drawing them all on the screen, there will of course be a slowdown. Construct isn't magic, if you have twice as many objects, it'll probably take twice as long to draw them all! We've worked hard to try and make it as fast as possible, though.

    [quote:1ol6augh]if I wanted to, I could just code the whole game according to each seperate active object, using as many as I need to, correct?

    I don't really understand... you want to code each instance separately? I wouldn't advise that. The best way to go is to use ordinary objects, use Families to group together the related ones (like Friendly and Enemy), and code your events around the families. You can use event sheet includes to have your family events affect the entire game, and it saves you repeating events.

  • I was just saying setting the time scale for an individual layer would be difficult to implement in Construct. Are you sure you're not talking about layouts, by the way? Have you read about pausing in the FAQ?

  • No, you can only change the time scale for the entire game. How would it work if you just changed the timescale for one layer? How would 'every' events, timers, TimeDelta, and other things not directly associated with a layer, know which timescale to use?

  • Before every game condition check if "Paused" is 0.

    If you really need to do that, you could just enable/disable a group of events, or put them all in a subevent to a 'paused is 0' event. You definitely don't need to repeat the condition over and over.

  • Does it work if you do:

    + For Each Spot

    -> Set spot position to Sprite.ImagePointX(LoopIndex), Sprite.ImagePointY(LoopIndex)

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  • Not yet. If you have any specific questions, feel free to ask away. It might help to have a browse through the comments in the source files in the SDK. We're still working on complete documentation for the SDK.

  • It was a bug. You can recurse with ordinary "call function" actions, but not expressions. It's fixed in the next build, so your example will work then.

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  • Oh, I think the initial values for global and private variables are always floats. I think you need to set them to int(current_value) on start of layout to make them integers, or just call random(int(value)).

  • I don't think it's a bug. Random() generates a float if you pass it a float and an integer if you pass it an integer. If the global variable contains a float, random() will generate a float. Using integer only calculations is not guaranteed to result in an integer. For example, 1 / 3 gives 0.33333... instead of 0. If you want rounding, you should explicitly use int(), round(), floor() or ceil(). I believe this is more useful behavior (since you can't calculate a ratio with a / b if both are integers, you get 0 with integer division).

  • Well, I ceratinly like the sound of that, but you guys are the developers and it's your baby. It's still beta software and I'm sure you have your own plans of where to take it.

    I really like the idea of a centralised project bar. I'm not afraid to make fairly major changes to keep Construct moving. The more it evolves the more streamlined it'll get. And our users are an important source of ideas, I don't think it's useful for any developer to shun community feedback and take the project their own direction.

    [quote:1ej9wabd]I'd like to emphasise my earlier point that the lack of a proper tilemap system is a pretty big deal when it comes to developing traditional 2D games.

    That's a good point. I believe David had been working on some kind of tile system, but I think other things got prioritised over it and it's not quite finished yet.

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  • I think maybe combining the resources bar and project bar in to one might help. Is that what you're talking about?

    If we had one Project bar which had the following folders:

    • Layouts
    • Event sheets
    • Objects
    • Sound effects
    • Music
    • Fonts
    • Icons
    • Menus
    • Binary

    ...and things could be sorted in to sub-folders within that. Then there'd be a single place to organise the entire application. Sound good?

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