Ashley's Recent Forum Activity

  • Repeat is just a very simple version of For. You can nest For's and still get the current index of the outside loop - because it has a name, so you can do LoopIndex("parent loop name") - but if you nest Repeat conditions, it's impossible to retrieve the index of the outside loop.

    The main reasons it exists are clarity ('Repeat 100 times' in some cases is clearer than 'For "i" from 1 to 100'), and for learning Construct. I've seen a number of new users struggle with the concept of loops in the past, and 'Repeat' is a very simple condition to explain and understand. Once they grasp that, it is much easier to explain a For loop (and other loops) in terms of a Repeat loop.

  • Not sure whats going on here. Looks like a bug, better submit it.

  • That doesn't explain anything. Why don't they release some screenshots now, to prove they're not vapourware? It doesn't even have to be of a specific game. It could just be the UI.

  • I've seen the bug report, but this still sounds like a bug in your plugin. Even if it crashed in Construct it could easily be a bug in your plugin, eg. if your plugin calls a runtime function which crashes because you called it wrong, the crash will occur in the runtime, but will have been caused by your plugin further up the call stack. It's still possible to cause the runtime to crash even if the plugin isn't in the call stack with a badly written plugin. Maybe if you attach the source code to the bug report I can take a look.

  • Looks like a bug, best submit it to the tracker.

  • Well, there might just be way more popular other projects out there. I think it might be a bit of a long shot to try make the top ten, but hey... you never know

  • Turned out to be superfetch. I should have realized why it was only happening for this .cap - it's huge, and therefore needs to kick a lot of the stuff that's been pre-cached out of ram, then Vista promptly loads a whole bunch of stuff back into ram again. Man, it's really lousy at guessing what I'm going to work with. :/

    Wow, I was gonna say - if it's 5 sec after then the application has certainly quit and the operating system must be doing it. Yes, it does sound like really dumb caching, I'm not sure if there's anything I can do about it. The runtime doesn't do anything particularly surprising. It does load DLLs from temporary files which might confuse the superfetch cacher, but it deletes them after the app quits, and there's no other way to load a DLL - it must be on disk.

  • The 'set colour filter' action should do that.

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  • Hey folks,

    Not gotten in to this before but figured it'd be worth a shot. SourceForge are running their 2009 Community Choice awards, and the ten with most nominations in each category become finalists and probably win prizes or something.

    Anyways if you'd like to nominate the Construct project:

    Nominate 'Construct' for 2009 Community Choice awards

    You can enter multiple categories, but I guess it's best if everyone at least includes 'Best Project for Gamers' since that looks like the most appropriate category for Construct... or 'multimedia'... or both! You can also enter a comment where it might be cool to add your thoughts on why you like the project!

    Cheers everyone

  • It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

  • That's weird. It does delete some temporary files it created when running, but it shouldn't access any other files. Maybe it's something to do with when DirectX is shut down. Does the application runtime do it?

  • Is there a bug for that crash on the tracker? The best thing to do would be to fix the crash and use that method to distort canvases (via a sprite) rather than go through the fairly lengthy work of reimplementing distort maps to canvases.

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Ashley

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