Ashley's Forum Posts

  • Try the 'erase' effect?

  • You shouldn't use a filename without a path. If you do that, the operating decides where it goes, and on different computers it might not be the same path as the .cap. Use AppPath & "Filename.ext" if you want it in the same directory.

  • pixel perfect gameplay with no random variations

    If you want this, you have to make your game framerate dependent. That means it either tears (reducing display quality) or runs at different speeds on different computers. So if you really want that, get rid of all your TimeDelta or enable TimeDelta override. But I have to ask, why is it important for your game to play out the same way every time pixel perfect?

    [quote:273bmxc6]

    Private variables with different types to determine if we went to have this private var to be counting(subtracting/adding per cycle), or timer type(same thing but per second no matter the FPS).

    I don't understand. You can either add 'X' to a timer every tick, which makes it framerate dependent, or add 'X * TimeDelta' every tick, which makes it framerate independent. That's already the system you described.

    [quote:273bmxc6]have a player ship fire out shots 15 times a second no matter what FPS you have.

    Now I'm confused. If you want your game to play out pixel perfect every time, it's not possible to do that. Different computers will have different framerates, fullstop. If you sacrifice pixel perfect accuracy for framerate independency, you can have your game accurate in time like that.

    Which do you want? Accurate timing or accurate gameplay? You can't have both.

  • Ah, it looks like a bug with the 3D box object. If you delete it, everything seems OK.

  • It also won't happen in the first place in 0.98.9, so it won't happen again if you upgrade.

    Going to mark this build stable now - seems OK.

  • I don't have much time to investigate properly these days. I'll take a look when I can, but you might be able to fix it on your own or with another developer. CString is basically an MFC version of std::string, it has a const char* overload instead of a c_str() function so you can pass it directly to parameters requiring a const char*. You could try replacing all CStrings in the SDK with std::strings, or directly manipulating const char*s.

  • Thanks for posting the workaround Mipey

  • Maybe you set their opacity or their layer opacity to 0. You could try deleting everything except the invisible objects in your .cap and upload it somewhere, so we can take a look.

  • I think they have to be installed to the windows fonts folder to work. However, coming soon we hope to have font resources implemented.

  • The bug would leave families in the event wizard dialog even if you had removed the last object from that family, and could even be used to make a family appear twice in the event wizard dialog. Families in this state would crash if you double clicked them in the event wizard. Importing your application in to 0.98.9 does not automatically fix this if it has happened; however, I hear from other users there are workarounds to fix it if it has happened. If none of the families in your .cap crash when you click them in the event wizard dialog, you are OK.

  • Yeah, all the errors relate to p1, p2, p3 and p4, which are POINTFs, which is an undefined type. Try throwing in

    struct POINTF {

    float x, y;

    };

    somewhere, and it should fix those errors.

  • Have you tried some of the tutorials? It sounds like you're confused by the basic process of adding events and expressions.

  • Go for it.

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  • Using the Function object, you can use any expression name and have it call a function. This means you can make Function.SomeExpression return whatever you like, and you can pass parameters to it too.

    The .cap file attached shows an example of this (made in 0.98.9).

  • Better put something on the tracker so it's not forgotten.