Ashley's Forum Posts

  • The 'move to' actions in the RTS movement run a fairly CPU intensive search algorithm to generate the shortest path to the destination. I need to see the .cap to be able to tell, but my best guess is you're running the 'move to' action constantly over and over again, which means its running thousands of pathfind algorithms every second. You only need one 'move to' action and they will generate a path and move along it - otherwise, if you want to reach a moving target, use a 'move to' once every second or few seconds, to keep CPU usage down.

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  • I had a quick look over the example with the 10 example events. Here's a very quick review:

    1 - triggers as subevents to triggers shouldn't be allowed, i'll try to fix

    2 - as above

    3 - nothing wrong with this: when global value = 0, pick a random object. That makes perfect sense.

    4 - it's up to you to order your conditions correctly. It doesn't actually matter which way round they are, but as you say, it might be clearer to say 'Global value = 5, pick objects with height < 6'. However, I don't think the IDE should enforce the order of your conditions here, since different ordering might make more sense in different situations, for readability.

    5 - triggers should be first condition, i'll try to fix

    6 - Makes perfect sense, will loop until y >= 400

    7/8 - Not sure whats wrong here?

    9 - string literals shouldn't be able to be passed to value parameters, i'll try to fix

    10 - What's wrong with this one?

  • Just finished my last exam today... Woo!

  • In any resizable game I've developed, I've always just positioned everything relative to the window, ie. using the expressions ScrollXLeft, ScrollXRight, ScrollYTop, ScrollYBottom (and DisplayWidth, DisplayHeight). This way, no matter what you resize the window to, the objects automatically position themselves relative to the window.

  • You can pass information to the server in the query string, and return values from the server in the page that is generated. That's two way communication. What else do you need?

  • You could try using the Download object to download a page such as myfile.php?data=1234...

  • I think you want the boxLeft/boxTop/boxRight/boxBottom float parameters, which are detailed here.

  • Firstly, j0h, please stick to one username only. Looking at the IPs of new registrations you seem to have at least 3 accounts here now, and possibly more. That is confusing for me and the users, please do not sign up any more and stick to your current account.

    [quote:3vihb7hl]The basename of an object is "sprite", and it this "leakes" into the events sheet editor. Thats confusing.

    It's good practice to rename it as soon as you insert it - Construct can't second guess what you're going to use it for. Although:

    [quote:3vihb7hl]Perhaps a "Please name this object" dialog box at the creation of certain objects is a good idea?

    This is a good idea and something I had planned.

    [quote:3vihb7hl]If you think this trough, then the only logical aproach is to start each new event blok with a "flow event" ... where "top down" is the mainway of running it, with exeptions to events that need a inmediatly interrupt, as mouse events do.

    This part of the event sheet editor was designed a long time ago; originally, it was coded by another developer, and at the time I disagreed with him and wanted to make sure triggers must be the first condition of a top-level event, and never be allowed in subevents, since this clarifies how the runtime runs the events. With triggers in subevents, it does obscure the top-down approach, since logically it goes upwards to read above conditions in parent events, then downwards to run actions and other subevents. I don't like this, so I'll see if I can change it.

  • Simply select the ground, and under 'Attributes' in the properties bar, tick 'Solid'. If you go file - new - template and pick Simple Platformer, there's a demo of this in action (but not animations).

    Using the animator bar you can add animations and animation frames to a sprite. If you then add the 'Mouse and Keyboard' object, you can add events such as 'On shift pressed - change to jump animation'.

  • I haven't figured out why yet but I've had several reports of older graphics hardware (ie. 64MB cards and under) crashing while opening the Picture editor. I'm doubtful it's actually a VRAM issue since the ghost shooter tutorial is unlikely to top 32mb, but I'll try to add some error checking to prevent an outright crash and possibly tell you more information about the problem. Also, could you tell me your screen resolution?

  • I agree that a tutorial for that is necessary, but in the mean time, you could try poking around the simple platformer template, by clicking file - new - template, which is very basic but gets you as far as jumping around some platforms and scrolling.

  • I know we're wandering off-topic, but motherboard audio really is rubbish - put on some headphones and most of the time you'll be able to clearly hear inteference from the processor, hard drives etc. Creative actually do some useful cards which cost about �10 and sound waaaay better, so �10 well spent IMO.

  • If you're new, I'd recommend the Ghost Shooter tutorial which I've just finished updating:

    http://www.scirra.com/files/ghostshootertut.zip

    It's done with the latest build of Construct, so you shouldn't run in to any out-of-date-documentation problems.

  • http://www.scirra.com/files/ghostshootertut.zip

    Revised to take in to account new features, terminology, etc.

    Ideal for the complete beginner to Construct.

  • Ah, that's a bug - it should work the same way both sides. I've fixed it for the next build.