Ashley's Forum Posts

  • I'd say 0-based.

    Yeah, I agree with you actually. I think Construct 2 will be all zero based, universally. For example pretty much any time you use random() you end up with some +1 or -1 fudging, since it's zero based - and the same thing happens if you loop to create a grid of objects - for that, zero based loops is much more convenient. There's a minor issue that beginners might get caught out by zero indexing, but they need to learn that anyway since it's how computers and math work.

  • I'm not going to take the poll as-is and spend my time proportionally on those features, necessarily, but a followup poll might be interesting, yeah. I might go back over the "most wanted" thread, add in a few more ideas, take out the usual suspects, and run another poll.

    As for event-written plugins/behaviors - these are actually quite a popular and oft-requested feature.

  • Thanks for the kind words Do tell a few people if you like it - word of mouth is a good way to help get the project more attention.

    We've still got long term plans for Construct 2 so stick around and I hope you think it's even better when it turns up

  • Thats cool Looks like a good talk, and Construct was mentioned on pretty much equal footing to Game Maker. Nice to know, thanks for the link!

  • Is this specific to XAudio2? You didn't mention XAudio2 in the OP, but it should be pretty straightforward to tweak the file loader if it's just that. (Sorry, in a rush, answer might be in the thread somewhere)

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  • Debate on social networking aside, I signed up the facebook, twitter and youtube channel because a lot of people do still use them, and those who do can use it to keep up to date with Scirra news as well. Twitter's pretty handy for that - it only takes me a second to paste a new build link in and everyone who uses Twitter sees the update without having to visit the site regularly to check. So I think it's handy for some.

  • Ah, I see about the text now. Woops, well, good thing we have the unstable/stable system

  • What do you mean? What exactly is wrong? I don't think the text object was changed this build, so it would be strange if something broke in it.

  • What's your point? It'll take a while for the twitter and facebook to accumulate users, and not everyone on the forum has a twitter account.

  • Download Construct 0.99.93 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.92) changelog

    Thanks to R0J0Hound for some Python additions. Hopefully this can be a new stable build so the 0.99.92 memory leak fix propagates out.

    Changelog

    Layout Editor

    • [FIX] Crash when you remove an effect of an object that has been cloned

    Picture Editor

    • [FIX] Changing a colour via the arrow buttons no longer crashes

    Python

    • [ADD] Behaviors can now be accessed now from python. Actually the seem to have been already accessible, but had vague names like "Movement_2_6". Now they have names like "SpriteGridMovement". (R0J0Hound)
    • [ADD] Picked objects can now be accessed from python via a new class "SOL". For example: the x coordinate of the first picked sprite would be "SOL.Sprite.X". (R0J0Hound)
    • [ADD] The python dir() command will now list all the ACEs of construct objects that you can call from python. (R0J0Hound)
    • [ADD] Default expressions for objects can now be called from python. For example "Array(4)" and "HashTable('foo')" can now be called from python. (R0J0Hound)
    • [FIX] Fix for python path becoming escaped on some computers (R0J0Hound)

    Runtime

    • [FIX] Fix for the "break" and "StopLoop" actions when used with for loops. They broke in 0.99.92. (R0J0Hound)
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  • Oh yes, it's possible especially for behaviors and simple plugins that consist purely of logic, to compile for multiple platforms for one C++ source. C2 will have better abstractions across its SDKs so that kind of thing is easier too. There may be an issue keeping the SDK in sync if multiple runtimes are being developed by different people, but at least then that would mean multiple runtimes are in development!

    It also doesn't help with platforms which you can't use C++ on like the web - you simply are forced to write a plugin twice. However if the SDKs are as similar as possible that should be pretty straightforward.

  • I'm not sure a C# plugin engine is a good idea - what's the install base of the latest .NET framework? If games won't run on Windows XP without a .NET framework upgrade then we'll have a very similar problem to the D3DX update problem: a lot of people either won't bother and not play the game at all, or will come to the forum confused as to why it doesn't work.

  • It's possible to support many runtimes. I'm not sure what you mean by "transferring behaviors universally to new runtimes". Traditionally porting the runtime to a new platform involves writing a new runtime, a new plugin architecture, and a whole set of plugins which are functionally equivalent to another platform - all in all, a lot of work. I don't anticipate that we will have the resources or volunteer interest to complete more than two platforms in the forseeable future. Long term, this may change though, and by designing in a flexible architecture that anticipates multiple platforms, this can be made much easier when the time does (eventually) come.

  • My original post basically states that the platform you choose here is in addition to a Windows desktop runtime, so I wouldn't worry that you're going to lose that.