Ashley's Forum Posts

  • BTW in regards to the original problem I think you should use 'Is overlapping' instead of 'On collision':

    + On step

    + Is overlapping Object

    : Destroy bullet etc.

  • Yes - it will disable all effects that aren't supported though, so your game could look different, and in some circumstances, may make it unplayable. You can use 'Simulate shader' to test it with shaders disabled.

  • The error message ought to explain what to do!

  • Construct supplies all the Python libraries and attaches them to any exported EXEs - including socket and StringIO - and it must be finding StringIO, because it is required for Python to work at all with Construct... hmm, I'll think about it!

  • You could try ipconfig /renew from the command line instead. I don't know enough about Python sockets to help you though...

  • A lot of onboard graphics chips don't support any pixel shader because they don't need to (think office PCs) - so it is always a good idea to set up your game to have fallbacks and run with no shaders at all - either that, or make it clear you need the shaders.

    Sure you can probably get a PS 2.0 card for $30, but it won't be fast

  • http://sourceforge.net/apps/mediawiki/c ... _Scripting

    Introduction to some of the features of Python scripting, how to use objects, and a bit on how events and scripts can communicate. Hope this helps, more tutorials on the way!

  • Seems to import OK here - are you sure there's not a typo or something? What you pasted imports 'socket', but the error message said it was looking for '_socket' with an underscore.

  • We're aiming to have most objects load files either from resources or from disk, like the Directsound object - it can load WAV files from either - so in future, it should be possible to at least manually set it up whichever way you prefer.

  • Not in this build - it's just the Python addition for 0.91. We'll be back to the usual bugfixes/smaller additions round for 0.92, because getting Python ready was quite a big job.

  • Welcome back Rich

  • Use this forum to discuss the Python scripting language, and anything relating to how Python integrates with Construct (the script editor, how Python uses Construct objects, etc...). Remember for general queries about the Python language, http://www.python.org is the official site and may answer your question, and there are many other Python-specific forums out there who may be able to better answer questions solely about Python itself.

    This forum was added because some people may want to avoid scripting and just use events and vice versa, so we'll keep Python/scripting posts here.

    Construct 0.91 is the first build with Python.

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  • http://downloads.sourceforge.net/constr ... irror=osdn

    Construct 0.91 is a milestone in Construct's development, introducing the ability to Python script your games with a high level of integration between scripts, events and objects. For information on Python, visit (you don't need to run the Python installer to use it in Construct - everything you need is included).

    Python Scripting - Construct Wiki

    To insert a script, right-click and pick 'Insert Script'. 'Enable scripting' must be enabled in application properties. You'll be prompted if it is off when you insert a script. Scripts can be inserted as sub-events to run only when an event is true, or in the main event list, where it runs on the equivalent of an Always event.

    Applications using Python require the distribution of Python25.dll alongside the exported EXEs in this build. You can find it in the Construct directory. Hopefully this is a requirement we can eliminate in a future build, by packaging the DLL inside the exported EXE, but for now - don't forget it if you use Python!

    The script editor includes a kind of intellisense that filters out the available functions to you as-you-type. Objects are directly accessible and modifiable in Python: if you have an object named Sprite, you will be able to modify it like so in Python scripts:

    Sprite.X = 100

    Sprite.Angle += 1

    etc. The aim is to have all actions/expressions/conditions accessible through Python, and you should be able to find all of these through the intellisense filter in the script dialog.

    The editor also makes some corrections to code as-you-type:

    • Auto-indent (indentation is significant in Python)
    • Adding : if forgotten on certain lines
    • Substituting = (assignment) for == (equality) if accidentally typed in an if statement
    • Bracket highlighting and insertion of missing brackets

    These are experimental adjustments and they will either be kept, expanded or removed depending on community feedback, so let us know!

    This is the first Python build, so let us know your thoughts and questions. Soon I will be posting more Python tutorials and information to help you get started.

  • That's pretty good These 3D demos make a very good case for better 3D capabilities!

  • Ergh, two days without eating anything... well, I'll try have it sorted today, I'm not going anywhere like this! I don't think it was anything I ate, just some kind of stomach bug... bleh.