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.
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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.
I'll see what I can do when I have time. I think it's just CString it uses, and the interface between Construct and the SDK ought to all be const char*s, so it might be possible to remove it already. You could also give dreamspark.com a go if you're a student.
OK, hit the link again and the sprite editing should work.
Add a condition checking which layer the objects are on to the event?
Download 0.98.9 now!
This build corrects some fairly important issues that managed to work their way in to 0.98.8, especially regarding families and the picture editor. Hopefully 0.99 will be the next build now.
Changelog:
Behaviors
General
Picture editor
Plugins
Runtime
It's in the top title bar, but only in the default theme.
Right now you have to make your own controls with whatever combination of Sprites, text box objects suits you. Since it's a bit repetitive and also window controls don't work in fullscreen, I've got vague plans in my head for button-sprites, textbox-sprites and so on, which are basically controls which draw with textures. Then you could customise their look for your game and have easy to use controls. Still, I don't think I'll have time for that until after 1.0, but it'd be a good one for a starting out plugin dev to give a go.
And that's why we read the documentation...