Ashley's Forum Posts

  • Looks cool I'm sure some people would still benefit from a .cap.

  • Can you post .caps which produce these?

  • 0 opacity: object still renders itself to the screen processing any effects, taking the GPU's time, but most likely results in nothing being changed on-screen. However, if you had an effect which did something like invert the opacity, it would still be seen.

    Invisible: object skips drawing at all so will never be seen under any circumstances. Therefore GPU spends no time at all trying to draw the object.

    In short, use 'invisible' instead of 0 opacity to hide objects, it's faster.

  • Looks like a bug, better submit it to the tracker.

  • You can use the system information object to get the current screen resolution width and height, but we'll try to add detection of all supported resolutions in future.

  • Can you upload a .cap that shows the difference?

  • active

    Sprite.

    Construct tells them apart by using conditions to filter only the instances that met the event.

    [quote:1ol6augh]Is it just like TGF's rather poor method of using Spread Values

    You rarely, if ever, need to use spread values in Construct - have a look at the 'For Each Object' condition.

    [quote:1ol6augh]collide with another object semi-automatic way that you must design your whole code around

    I don't understand this, what's the specific problem you are talking about? Hazarding a guess, you might be interested in the advanced collision system condition, which allows you to choose which objects involved in the collision get picked in the event.

    [quote:1ol6augh]I remember reading something somewhere saying that Construct has an unlimited amount of actives available and without any slow-down, is this true?

    It's true that Construct supports an unlimited number of sprites, and you don't need to specify any limit. However, if you're drawing them all on the screen, there will of course be a slowdown. Construct isn't magic, if you have twice as many objects, it'll probably take twice as long to draw them all! We've worked hard to try and make it as fast as possible, though.

    [quote:1ol6augh]if I wanted to, I could just code the whole game according to each seperate active object, using as many as I need to, correct?

    I don't really understand... you want to code each instance separately? I wouldn't advise that. The best way to go is to use ordinary objects, use Families to group together the related ones (like Friendly and Enemy), and code your events around the families. You can use event sheet includes to have your family events affect the entire game, and it saves you repeating events.

  • I was just saying setting the time scale for an individual layer would be difficult to implement in Construct. Are you sure you're not talking about layouts, by the way? Have you read about pausing in the FAQ?

  • No, you can only change the time scale for the entire game. How would it work if you just changed the timescale for one layer? How would 'every' events, timers, TimeDelta, and other things not directly associated with a layer, know which timescale to use?

  • Before every game condition check if "Paused" is 0.

    If you really need to do that, you could just enable/disable a group of events, or put them all in a subevent to a 'paused is 0' event. You definitely don't need to repeat the condition over and over.

  • Does it work if you do:

    + For Each Spot

    -> Set spot position to Sprite.ImagePointX(LoopIndex), Sprite.ImagePointY(LoopIndex)

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  • Not yet. If you have any specific questions, feel free to ask away. It might help to have a browse through the comments in the source files in the SDK. We're still working on complete documentation for the SDK.

  • It was a bug. You can recurse with ordinary "call function" actions, but not expressions. It's fixed in the next build, so your example will work then.

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  • Oh, I think the initial values for global and private variables are always floats. I think you need to set them to int(current_value) on start of layout to make them integers, or just call random(int(value)).