Ah, it looks like a bug with the 3D box object. If you delete it, everything seems OK.
It also won't happen in the first place in 0.98.9, so it won't happen again if you upgrade.
Going to mark this build stable now - seems OK.
I don't have much time to investigate properly these days. I'll take a look when I can, but you might be able to fix it on your own or with another developer. CString is basically an MFC version of std::string, it has a const char* overload instead of a c_str() function so you can pass it directly to parameters requiring a const char*. You could try replacing all CStrings in the SDK with std::strings, or directly manipulating const char*s.
Thanks for posting the workaround Mipey
Develop games in your browser. Powerful, performant & highly capable.
Maybe you set their opacity or their layer opacity to 0. You could try deleting everything except the invisible objects in your .cap and upload it somewhere, so we can take a look.
I think they have to be installed to the windows fonts folder to work. However, coming soon we hope to have font resources implemented.
The bug would leave families in the event wizard dialog even if you had removed the last object from that family, and could even be used to make a family appear twice in the event wizard dialog. Families in this state would crash if you double clicked them in the event wizard. Importing your application in to 0.98.9 does not automatically fix this if it has happened; however, I hear from other users there are workarounds to fix it if it has happened. If none of the families in your .cap crash when you click them in the event wizard dialog, you are OK.
Yeah, all the errors relate to p1, p2, p3 and p4, which are POINTFs, which is an undefined type. Try throwing in
struct POINTF {
float x, y;
};
somewhere, and it should fix those errors.
Have you tried some of the tutorials? It sounds like you're confused by the basic process of adding events and expressions.
Go for it.
Using the Function object, you can use any expression name and have it call a function. This means you can make Function.SomeExpression return whatever you like, and you can pass parameters to it too.
The .cap file attached shows an example of this (made in 0.98.9).
Better put something on the tracker so it's not forgotten.
I guess the requirements for a turn based game and live shooter are going to be completely different, so it's hard to say.
What errors? You might need definitions for POINTF and RECTF, which are trivial (float versions of the POINT and RECT structs).
It's always been like that. I don't think loading external images generates mipmaps, which enables high quality downscaling. I'll see if that can be fixed.