Ashley's Forum Posts

  • People regularly say they'll pay us a percentage of profit made from Construct creations, but I've never seen any of that money, so I'm afraid that's not something that interests me much.

  • newt is right: using the Prof-UIS libs was a big mistake for us, because you have to pay for a license to use it (about �200 IIRC), which is an instant turn off to 99% of open source developers. We've fixed this in C2 which doesn't use any paid libs.

    The Prof-UIS libs are used only in the editor - so third party developers can build the runtime and any of the plugins without paying anything - just not the editor.

    I can set up a fundry for 0.x, but the Prof-UIS licenses would probably just kill it - $100 is half way to a license for one developer, without leaving anything to actually motivate the developer.

    Also, the event sheet pasting issue could be completed, but it would probably be buggy even when done, due to the codebase issues outlined in the open letter. Also, $100 would pay for about five hours work reasonably, but I'd estimate there's at least 50 hours work in the job... and I'm kept pretty busy by university and developing C2, so I don't think I have time to take on the job myself.

    Removing the Prof-UIS libs from 0.x is a rewrite level job which is basically being done already in C2!

    Soo... that's the situation. Sorry if it's disappointing. It's a bit tricky. C2 is having this kind of thing built in from the start anyway - it will take a long time for C2 to catch up with 0.x in maturity, but the situation is basically the same as the open letter: 0.x is a huge mess, we're fixing things like this in C2, and we don't have time to do both. So we're pretty much cornered and I think the best way out is just go 100% with C2.

  • The maximum height is 90px, because otherwise reading the forum ends up being scrolling past 95% images to read 5% text!

  • Yep, the owners contacted me about setting it up and they're doing a great job - strangely enough, there isn't an english equivalent community site!

  • OK, that's uncovered a few bugs, but the main problem is Sprite(n) indexes to the currently picked objects, so after a 'pick nth' there's only one instance picked, so no matter what n is you always get that instance's value.

    That can be worked around, but it seems inconvenient, so in the next build Sprite(n).X indexes to all instances, and ignores the SOL. That also means Sprite.X is no longer equivalent to Sprite(0).X, you'll always get the first instance's X with Sprite(0).X.

  • Can you please remember to post what you expect to happen and what you actually see happen instead? I'm looking at your file and it looks like you want to make a chain of objects... but I'm not sure... The 'for' is inclusive so it might be looping one too many times and if you accidentally access outside the range of sprites with sprite(n).x, then it will wrap around and pick the wrong object. Some comments and a description of what you're trying to do wouldn't hurt!

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  • Ah, thanks, nice snippet. Added to next build.

  • It's worth posting your browser with your framerate - Chrome and IE9 are the only ones that do hardware acceleration at the moment AFAIK so don't be surprised if you don't hit 60fps on Firefox or Safari. However, I tried the Firefox 4 beta and that seems as good as IE9 too!

    Noga: I also noticed a bit of "shaking", it's Chrome that seems to integer-round canvas coordinates - IE9 doesn't do it though. I guess it's another thing Chrome will fix.

  • There are no sound effects - sound is something I'll figure out another time...

  • Note: if you downloaded the 32-bit version before this post, please re-download - I forgot to update some of the Javascript.

  • Edit: Also, I can't open the cap in R27, it, for some reason, is complaining that AbsoluteX is not an expression of the Mouse object.

    Oops, think I messed up the 32-bit build. One tick...

  • Thought you might be interested to know: in the latest release (27), the 'pick nth instance' system condition allows for a good way of working around the 'collision picking' issue. The problem usually is in the event 'Sprite collides with Sprite' (both objects the same), how do you make actions to affect just one of them?

    Pick nth (which is 0 based, like everything else) in subevents can solve this:

    <img src="http://www.scirra.com/labs/collisionpick.png">

    Hurray, no more "how do I pick that instance" problems

  • As mentioned in the r27 thread, there's a new demo (along the lines of the old 'rain demo') here:

    http://www.scirra.com/labs/ghostbustinghtml5

    You can get the .capx (for r27) here.

    I thought I'd get some feedback - is it working properly in everyone's browsers? Especially interested in Mac and Linux users. Also, do you think it makes a good demo? Anything wrong with it? Thanks!

  • Download Construct 2 public preview 27

    Link to release 26.2

    New to this build: instance variables - formerly 'private variables'. In programming, 'private' tends to mean 'hidden from access so only the owner can use it'. That's not really accurate for Construct, so this build calls them instance variables. I know some of you might not like it because it's different from 0.x, but I do think it's better for beginners, since it more obviously suggests the variables are stored for each instance.

    You can add and remove instance variables from the properties bar like in 0.x - but the edit variables dialog is now modeless, which means you can continue changing stuff in the layout while it's open. Also, the expression syntax is now different - if 'Sprite' has an instance variable 'Health', you access it simply with:

    Sprite.Health

    This mean you can't name an instance variable the same as an object expression, like X or Angle, but I don't think it's a problem - you can just use a different name, and the syntax is much easier.

    There are a couple of known issues:

    • The new boolean variable type seems to have a few bugs - I'd avoid using it for now, just use a 0/1 number.
    • You can't move variables up or down the list - this will be added in a future build.
    • There's a bug where creating/spawning a new object gives it the initial values of a previous object. The workaround is simple: simply use a 'set instance variable' action after creating a new object, and it works correctly. This will also be fixed though.

    I need to have a break for a while because I've been coding like hell for a couple of weeks and mad busy with the C2 public preview launching - and I'm on the final year of my degree! I need to get back to that, so I'll probably leave everyone to play with instance variables for a bit. At least now you can make something reasonably worthwhile. Speaking of which, there's a new demo: http://www.scirra.com/labs/ghostbustinghtml5 (.capx file here). That proves you can make more complicated games now )

    Don't forget you can also pledge money toward features now - and if you like Construct 2, spread the word, tell some people about it!

    Changelog

    • [FEATURE] Instance variables (see above)
    • [ADD] System condition 'Pick nth instance'
    • [ADD] System expressions 'distance' and 'angle'
    • [ADD] Added Fundry as an option to the pay-what-you-want page
    • [ADD] Mouse.AbsoluteX and Mouse.AbsoluteY (doesn't take in to account scrolling)
    • [ADD] ScrollX, ScrollY system expressions
    • [FIX] Sprite: 'On collision' should trigger and pick instances correctly
    • [FIX] Sprite: 'Is overlapping' should run and pick instances correctly
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