Ashley's Forum Posts

  • I think Rich made that object, maybe he can comment. In the meanwhile, is there anything on the bug tracker about it?

  • The sound files were originally .wav. I had to convert them to .wma because it won't work any other way. If I try using them as .wav, and use "autoplay resource", the sound won't play. Just silence.

    Then you should submit a bug report for that and try and get that fixed, because 'play music' certainly is not intended to play your sound effects, which may well be the source of this problem.

    Note that only WAVs with certain codecs work with XAudio2, see the wiki for more info.

  • Mort is right, you can't combine Physics with other movement behaviors, otherwise the Physics sees the object as teleporting short distances every tick.

  • Would that be doable with a custom plugin?

    No, there is no interface provided to plugins to do this, and the runtime doesn't support it. The SDK doesn't have the capability to fundamentally change the way the runtime works, it merely communicates.

    Besides, if you could, how would you add events to the new object type? It couldn't possibly appear in the event sheet editor.

  • I don't know, you could try, but I doubt it.

  • Even so, you wouldn't be able to refer to the same object in two threaded event sheets, the plugins would have to be specially written as to not use single threaded data, and even then the performance gain is nothing unless the threaded events are a significant time consumer.

  • Code on CVS is the latest working copy of the code the developers use, so right now for example CVS has the 0.99.4 work-in-progress code on it. CVS does not distinguish between stable and unstable releases, it's always simply the latest code, but if you grab the code immedately after a stable release, that's probably stable code.

    Plugins don't usually change that much between stable/unstable builds; it's usually the IDE and runtime that are changing between stable and unstable.

  • No, you can't create entire new object types in events, only instances. Since Python is simply an interface to existing events, it can't either (there are no magical superpowers in Python )

  • Why don't you just preview windowed?

  • Crashes are always bugs. You can search for an existing bug report on the tracker, and if there isn't one, submit it!

  • You're missing my point a bit - it's not just about collisions, that was an example of one of many areas that 3D in Construct would become a headache.

    As I said before, 3D-graphics-with-2D-gameplay is easy enough, and would be a good direction to move in. Construct as a full 3D game creator is what I'm arguing against. That means you need to start thinking about 3D angles, 3D trigonometry, 3D layout editors, 3D behaviors etc. etc. which IMO would be hard work to pull off.

  • Frame Number can never reach zero! Because to Fire (and therefore reduce Frame Number by 1), Frame Number must be greater than 1.

    Then allow firing when greater or equal to 1.

    [quote:v9j7we1m]Frame Number at 0 would make Bullet Count's frame be frame 0, which is nonexistent.

    Then if the frame number variable is 0, then set it to a different animation frame or animation.

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  • It's worth mentioning that the sound does indeed play after there's no bullets and you click, I just don't want it doing it when the last bullet is fired.

    Then compare it to 0, not 1

    [quote:2l62emm6]how can I make an object do something when an instance of it is created?

    Follow it by an action. Eg.:

    -> Create object 'Explosion'

    -> Set 'Explosion' angle to random(360)

  • Try enabling 'global' for some objects, or use the 'save/load' or 'quicksave/quickload' actions before leaving the layout to save its state.

  • Well, there may be ways to hack parts of it in, but it's not elegant. Distance-based collisions simply treat the object like a circle, regardless of its actual shape. And what about per-pixel collisions? Supporting that would be extremely difficult and probably prohibitively slow with 3D meshes. So again even a seemingly simple solution is riddled with difficulties and incomplete support. Basically, without looking at the codebase, you can't imagine the immense complexity that goes in to something as simple as checking if two objects overlap with per-pixel accuracy. Then there's the rest of the engine, other areas which are even more complex and present even greater conundrums.

    We're not trying to be stubborn here. People are throwing out what they think are simple ideas, but are actual massive technical challenges because they don't know the codebase. The fact remains that even seeminly simple 3D support is extremely time consuming and complicated to develop. Just look at the number of bugs and problems associated with the 3D box plugin, and I can tell you, that alone has taken many, many hours of development time too. It's not just a 3D box. It's a 3D participant in the Construct engine, which is much, much more complicated than simply just being a 3D box.