Ashley's Forum Posts

  • You could disable all behavior when pausing, then enable them after. Disabling stops them moving the object.

  • It's relatively easy if you code your own custom movements and animations and avoid the built in behaviors. You just need to multiply timedelta by your own value as somebody else described. It'd be difficult to make objects timescale independently - it would have to be coded individually per behavior, and what would happen to custom movements based off timedelta as well? How would you control their individual timescale? Which scale should the every event use? The simplest way is just to make your own system. It's not that hard

  • I think this has been fixed in 0.99.x, there's been a few changelog items about it. You should always test bugs in the very latest builds, even if you don't use them for your particular game, so you don't report bugs which are already fixed.

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  • I'm not sure if the bumpmapping algorithm supports multiple lights, I'd have to research it some more. I think it can wait though, there are more important things to do before 1.0.

  • You could just use your own sprite for the light object and layer it how you want.

  • If it's the same object type, it won't use any more memory. Object images are global to the application per object type, no matter how many of them there are and which layouts they're in.

  • That's what causes solid-colour edges to some effects like Magnify when near the edge of the window (the offscreen pixels are not available so it clamps to the viewport) but it would only break shaders which uniformly alter texture coordinates. Almost all shaders like magnify etc. don't uniformly alter texture coordinates so they get away with it.

  • The way containers work is if any instance in the container is picked, even via a family, the entire container is picked. This means it's actually not possible to pick one object in a container without picking the rest of the container, no matter how you do it. That's the intended way, anyway, there might be a bug. Posting a .cap always helps.

  • I think the save/load or quicksave/quickload actions would be better suited to saving your game!

  • Will an object with effects that is larger than the screen waste processing power by rendering the sprite area which is outside the screen?

    No. Graphics cards are way too optimised to do something as inefficient as process offscreen pixels. The case Rich described will cause only the visible area to be flipped, which could appear incorrect. However, this is a limitation imposed by Construct (the clever coordinate systems graphics cards use can cope with that situation), but I don't see a need to fix it, since you don't need a shader to flip an image.

  • Didn't you know modern routers drop packets containing subtlety?

  • Hey, welcome to the forums, and thanks for the feedback

    I basically agree with you on all your feedback - all us devs basically learnt how to program off this project, and only around now have we attained any kind of reasonable skill in developing a large software project, so much of the existing codebase consists of legendary uberhacks, unwise stunts, awkward acrobatics, all-nighter heroics and sometimes just sheer madness. So I'm acutely aware of all the shortcomings, and plan to improve on all of them in the next (still very far off sadly) major version, which is planned to kick approximately 3.14 times as much ass.

    Still, it's kinda cool a bedroom-hacked program has made it as a finalist on Sourceforge! I'm not expecting to win, we've already got a nice site traffic spike from it so I'm content as it is

    I wonder why there is both Scintilla.dll and SciLexer.dll

    Scintilla is used for expression parameters which shows intellisense-style tips and colour codes correct/invalid expressions. Python scripts can be used to enhance events, but are not designed to replace them.

    [quote:11zsxlm6]why have chosen a binary format for these files?

    Good question, which is why we'll be using an XML based format in the next version.

    [quote:11zsxlm6]current lack of good translation support.

    I agree completely, the translation system has not been finished and isn't supported by the UI. It's doubtful everything will be able to be translated, which is also something that will be addressed in the next version.

    Anyways thanks for the comments and thanks for the vote

  • Heh, I've been found out

    I just registered the project page for Construct 2. There's no code directly relating to Construct 2 yet on there (none's been written) - I'm using it mainly as a development ground for development of a math library I hope to release independently and also use in Construct 2. However, as per the recent update describing what will happen with Construct 2, it will be developed publically with testing builds right from the beginning, so people can try out the GUI, layout, basic features etc. and make suggestions and give feedback right from the skeleton. It's worth re-thinking everything for C2.

    Don't get anywhere near excited, though, the very first skeleton release probably won't be for a looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. For emphasis: a loooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

    oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

    oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time. We're all pretty busy as it is, and the priority is to finish Construct 1, so development wont even remotely start until we're at Construct 1.1+ and us devs have some more time on our hands.

    They're on revision 14 already! Not sure if it's gonna compile just yet though...

    That means nothing! Every time I so much as tweak a typo or adjust some spacing and submit it to the server the revision count increases by one. Typical software projects have revision counts probably in the 10,000 ballpark.

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  • Hmm, I'm thinking I set up the build config wrong on my new laptop, which might be causing the incorrect-config errors. I think I know how to fix it and I'll try follow up a new build soon.