Ashley's Recent Forum Activity

  • Ah, I'll try and fix that soon. Just a quick note, could you keep all bug reports on the tracker? You can post a thread for a bug if you want to discuss it (to find workarounds, make example .caps researching the problem etc), but the tracker is our main place for reporting bugs. Thanks for the finds though!

  • Good job

    Since you asked on possible ways to clean up the events, it's only a matter of preference but I prefer to use loops based on subevents like this:

    + For "i" from 1 to count

    ----+ Condition A

    --------: Actions A

    ----+ Condition B

    --------: Actions B ...

    As opposed to the 'on loop' system you have already:

    (start loop "i" count times)

    + On loop "i"

    + Conditions A

    ----: Actions A

    + On loop "i"

    + Conditions B

    ----: Actions B

    I prefer the original system with subevents since it avoids the repetition of 'On loop', and I think it's easier to read. Also, the system condition loops (like 'for') perform much better than 'On loop', but it's a minor point when less than 10,000 iterations are run

  • Use the 'X/Y component of movement" in the Platform movement's expressions, eg:

    Sprite[Platform].VectorY

    This value is positive when the player is falling, and negative when jumping.

  • Lump all your suggestions in to one thread is probably the easiest way. And as a matter of fact, I actually added music looping to Directsound yesterday

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  • No practical use. Since it is misleading, I've made a change for the next build. If you type text for the value, but leave the type as Number, it changes the value to 0 (which is what the runtime would interpret it as anyway).

  • That's right, the actual shadow opacity doesn't give the intended effect because each object's shadow is drawn separately so overlaps will not work quite right. Using opaque shadows on a semitransparent layer should give the intended effect - there are a couple of examples in this thread which should show how to do that.

  • Thanks for your contributions piman <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • #1 - I can't reproduce this. I've given a Sprite object with a private variable of 'Number' type an initial value of "Hello". It works fine, all that happens is the runtime interprets the text as a number, which does not crash - usually it just gives the variable a starting value of 0. You should send or upload a .cap that crashes so I can take a look, since it doesn't sound like initial values are a problem...

    #2 - I'll take a look soon, could you add it to the bug tracker?

  • I'd say edit away to your heart's content, so long as you're familiar with the area you're writing about. Even if you're not, myself (and hopefully other people) review the recent changes from time to time, and will correct anything which isn't exactly right. Documenting Construct on the Wiki is a pretty big job so the more people we have helping the better!

  • I agree that duplicates should not be listed - if you could list all bugs you find on the bug tracker, then we have one central, organised place to deal with the bugs we find (threads are easily lost and forgotten).

  • There's vague plans for a plugin that can to tile-based 'painting' of levels directly in the layout editor, but I don't know if it'll make 1.0.

  • I think the Canvas object would be best for this, but it doesn't support loading images yet... I'll see if I can update it for the next build.

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Ashley

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