Ashley's Forum Posts

  • If you change that struct you will change all the memory offsets used by the runtime and your plugin will completely break, not to mention the fact that the memory saving would be so tiny, you probably couldn't even measure a difference.

  • Construct currently only supports DirectX 9 games for Windows, but we're looking to expand that in future.

  • That's a good idea, actually. How about calling it getfilename("resource name")? If it hadn't already, it'd just dump a resource to a temporary file and return that path.

  • I just made up the .mesh format purely for the purposes of saving from the mesh editor and importing in to games. It's very simple, just a list of points essentially. I can't see how it would be useful to use another format, I'm sure nearly every other editor in the world has much more advanced features which can't be reproduced in a simple sprite mesh. Also, it's not a proprietary format, the Sprite object and its .mesh reading/writing code is all open source and I'd be happy to detail the format to anyone who wants to write format converters or anything like that.

  • Cool game idea However, the way it automatically drops if you touch the end of the winch made it really damn hard to get across those moving circles... and the controls are a bit weird, maybe if when the winch attaches, the line can't extend (ie you'd get dragged along if the thing you attached to moved).

  • It should be in the 0.99.2 release now, anyway.

  • Try the documentation.

    [quote:lwafw3ee]If all objects in a family have a common private variable - must be named the same - effect, or behavior, then it is common to the family, and can be accessed in the event sheet editor.

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  • Currently, it will pick the nearest font. It doesn't store them in the game so you'll need to install the font with the game.

  • The tool only outputs one number for the pixel shader field, so how did you get that?

  • Arima: whoops, that should be fixed in the next build.

    Mipey: I don't know, is there another bug with it? It was working for me after the fix.

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  • Then, I tried to create a duplicate listbox object and insert lines from it into random indexes ... It didn't work, as if the index number exceeded the existing line number it ignored the action.

    Not sure what you're trying to do here, but if the insert line action only takes an index from 1 to number of lines, then random(number_of_lines) + 1 should insert to a random, valid place and will be totally randomly shuffled.

  • Yes, you can 'set ignoring input' to enabled for the platform behavior you don't want controlled.

  • Download 0.99.2 now! (unstable)

    Link to 0.99 changelog

    This build fixes some of the bugs introduced by the 0.99 release. If nothing serious is found with this release, it can be marked stable, but until then it should still be treated as unstable.

    Known problems

    Any conditions involving controls in the Mouse & Keyboard from 0.98.9 or earlier won't work until you double click to edit them, then click Finish. This is because a new parameter was added to it since 0.98.9, and it will display as %1 until you do that.

    Update 25th May 2009:

    Rotating layers can result in objects disappearing. This is fixed in the next build.

    Changelog

    Behaviors

    • [FIX] Physics not working properly
    • [FIX] Platform teleporting near walls
    • [FIX] RTS movement: waypoint actions didn't set object moving
    • [FIX] Typos in Ball and Platform
    • [FIX] Car movement: 'On bounce' not triggering
    • [CHANGE] Bullet: 'On range exceeded' can trigger again after using 'set range'

    General

    • [FIX] Old .cap files now have a default object folder added, fixing some problems
    • [FIX] Links in behavior properties are hidden when multiple objects selected (IDE crashed if one of these links was clicked)
    • [CHANGE] Removed redundant resources bar button from ribbon

    Plugins

    • [FIX] Sprite: 'Spawn object' action crashed if specified layer/object didn't exist
    • [FIX] Canvas: drawing a line went to wrong coordinates
    • [FIX] Image manipulator: crash copying to/from sprite/canvas
    • [FIX] Minimap: draw terrain didn't work

    Runtime

    • [FIX] Errors in rotation and collisions
    • [FIX] Accuracy of 'every' events improved.
    • [FIX] Fixed framerate mode no longer accelerates after recovering from a slowdown
  • No, I don't think you can do this with the SDK yet.