Ashley's Forum Posts

  • That's still the plan.

  • Tick the 'destroy on startup' attribute and it won't be created on startup, and therefore won't contribute to the object count, test collisions, or do anything else. It's necessary to have at least one instance of an object, so Construct knows what properties to assign an object when you create one at runtime.

  • Ah, I turned on DEP, reproduced it and managed to fix it. Fixed in next build

  • Those are all the plugins written in Visual C++ 6.0. Perhaps there's a setting wrong or it's just incompatible (it was made long before anything like DEP existed). All the plugins and behaviors made in Visual Studio 2005 or later don't appear on the list...

  • It's documented in System Expressions, is that really hidden?

  • Don't use unicode strings (get rid of the L). Try some basic C++ tutorials before asking some questions about the SDK. Knowing the language well is a prerequisite.

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  • 'MouseX' and 'MouseY' only account for global zoom; if you use 'MouseX("layername")', you get the appropriate value for that layer.

  • We don't use polymorphic code (nor, in theory, buffer overflows) so DEP shouldn't be an issue - a full list of the exact plugins that have errors under DEP would be useful, since they are compiled with a variety of tools, and it might help us track down the issue.

  • Liam, there are 129 open bugs, and we're all volunteers working in our spare time. We do things when we can.

  • Python works, but currently requires that you, and any end users, have Python installed, I believe. David can elaborate more.

    I'm not sure at the current time you can write your entire game in Python. It's designed to supplement the event system, not replace it - but maybe in future it will be equally as powerful.

  • I cannot imagine why DEP conflicts with Construct. AFAIK, DEP prevents you executing random bits of memory. Well, I don't know of anywhere Construct does that. Any DEP programmers know where this might come from? Maybe it's a bug we haven't fixed yet which DEP picks up on.

  • Just put another "On control 'Move up' pressed" event immediately after that other event.

  • Try the 'erase' effect?

  • You shouldn't use a filename without a path. If you do that, the operating decides where it goes, and on different computers it might not be the same path as the .cap. Use AppPath & "Filename.ext" if you want it in the same directory.

  • pixel perfect gameplay with no random variations

    If you want this, you have to make your game framerate dependent. That means it either tears (reducing display quality) or runs at different speeds on different computers. So if you really want that, get rid of all your TimeDelta or enable TimeDelta override. But I have to ask, why is it important for your game to play out the same way every time pixel perfect?

    [quote:273bmxc6]

    Private variables with different types to determine if we went to have this private var to be counting(subtracting/adding per cycle), or timer type(same thing but per second no matter the FPS).

    I don't understand. You can either add 'X' to a timer every tick, which makes it framerate dependent, or add 'X * TimeDelta' every tick, which makes it framerate independent. That's already the system you described.

    [quote:273bmxc6]have a player ship fire out shots 15 times a second no matter what FPS you have.

    Now I'm confused. If you want your game to play out pixel perfect every time, it's not possible to do that. Different computers will have different framerates, fullstop. If you sacrifice pixel perfect accuracy for framerate independency, you can have your game accurate in time like that.

    Which do you want? Accurate timing or accurate gameplay? You can't have both.