Ashley's Forum Posts

  • Ah, projectors are awesome for video too. It's one of those things that I always wish I had, but would actually in reality not have anywhere to put it... (no big empty walls round here!)

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  • Try replacing 'Wall: bounce off ball' with 'Wall: set angle of motion to ball.angle'. It's an action in the Ball movement.

  • So now I run to the end and there's just a barrier in the way. I don't know what to do next.

    I don't really have time for playing my way through games/finding my way through events lists to solve complicated problems - I'm stretched for time enough as it is. If you want me to have a look at what you think is a bug, reproduce the problem in as simple a way as possible and make a .cap out of this (just use a bunch of sprites you click on to simulate power ons and doors or something, so its just a handful of events).

  • It's true for now! Hopefully we'll add font controls to all the application controls by 1.0...

  • Run a debug and see why it wont run?

  • It's a nice tutorial - very visual - and is pretty bulletproof. I can't see how someone would fail to get event sheets set up reading that!

  • I can't figure out what to do. I tried pressing up on the buttons and nothing happens. I tried shooting them all and still can't get the door open.

    It's much easier to deal with bugs (or questions about code) if you can reproduce them in a blank .cap file.

  • I think you can use variable strings with calling functions. I can't see any reason it wouldn't work. I wouldn't advise using variable strings for the 'On function'/'On Alias' conditions though, purely because it'd probably make your code unreadable.

    [quote:1ymgciqk]6-10 times slower

    Which one is it? 6 or 10? What are your actual figures? Did you try both inline and isolated mode? I think inline should be faster.

    Even so, 10 times slower isn't a big deal, remembering that the GPU and CPU are working at the same time and usually the GPU will take longer to get anything done. Also, assuming your code is sanely written, other CPU-intensive tasks like fine collision detection and loops will probably make it a negligable factor. It may be 10 times slower, but that could only be because normal conditions are extremely fast! You'd be a victim of premature optimisation if you were fussing over whether these events used 0.1% or 1% of the CPU time - yes that's a 10 times difference - but it'd have absolutely no noticable impact on the result game whatsoever.

    Logically, the 'Isolated' function call has to make sure the called event does not affect the picked objects in the event that called it. So this means a new empty SOL layer, running the event, then restore to the original event's SOL layer. This is actually still pretty efficient, but it's a function of how many object types exist in the application, so it will slow down a bit for bigger apps. In some ways, it's surprising it runs as well as it does!

    'Inline' function calls, if I remember right, have very little processing overhead. It'll just run the event allowing it to make whichever changes it wants to picked objects, so it should be a bit faster. Sometimes it doesn't matter which you use, in which case 'inline' is probably preferable for this reason.

    Still, it's irrelevant until you know it's a performance issue. This is the rule of premature optimisation: don't do it - it's a waste of time until you've proven your game runs slow because of one specific thing. Until then, you're trying to fix your car by picking an entirely random bolt and tightening it.

  • That line for me reads:

    AngleName += "�";

    That's a degrees character - a small circle to denote an angular measurement.

  • Welcome to the site!

  • Can you keep all bug reports on the tracker? Otherwise it becomes impossible to organise.

  • If it's a bug in Construct it's too hard to do anything about it without the .cap file; you wouldn't go to a car mechanic and say "my car doesn't start, but I can't show it to you. Can you tell me what's wrong?". I advise you either make a fresh .cap file you're willing to share and upload that, or send it to me privately, or delete/remove behaviors and objects until it doesn't crash any more (then it was probably caused by whatever you deleted last).

  • It's been requested and hopefully I'll get round to it soon. We're all pretty busy at the moment though so it might be a while.

  • If performance is THAT big a deal, Construct isn't the tool to use. For heavyweight processing it'll have unnecesary large overheads for the generalised collisions engine, events engine and so on. If it matters that much to you, I'd say write the serverside in a written language (C++, .NET, Java, Python...) and use Construct only for the client. You'd still need a sockets plugin which doesn't yet exist, but you can customise and tweak the performance to work exactly as you want it.

  • The IDE builds in VS2005. Everything else should be VS2008. I don't know what would make Visual Studio crash - better take that up on Microsoft support somewhere :-\</p>