Ashley's Recent Forum Activity

  • Liam, there are 129 open bugs, and we're all volunteers working in our spare time. We do things when we can.

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  • Python works, but currently requires that you, and any end users, have Python installed, I believe. David can elaborate more.

    I'm not sure at the current time you can write your entire game in Python. It's designed to supplement the event system, not replace it - but maybe in future it will be equally as powerful.

  • I cannot imagine why DEP conflicts with Construct. AFAIK, DEP prevents you executing random bits of memory. Well, I don't know of anywhere Construct does that. Any DEP programmers know where this might come from? Maybe it's a bug we haven't fixed yet which DEP picks up on.

  • Just put another "On control 'Move up' pressed" event immediately after that other event.

  • 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.

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Ashley

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