Ashley's Forum Posts

  • Done an article on Construct keyboard shortcuts. See it here:

    Keyboard Shortcuts

    (That's not https this time )

    Even I didn't know a few of these, so check them out! One or two (involving the Enter key) are implemented in the next build, so they won't immediately work in 0.98.3.

  • Hey everyone,

    We're thinking about changing the look of the event sheet editor, to a new 'clean' skin. Here's a preview:

    Events before

    Events after

    Do you like the new skin better? I think it should be an option anyway, but which should be the default? Could anything be changed to make it better? Feel free to draw some mockups if you want to come up with your own design, too. There's no proper 'skinning' engine on the event sheet editor yet, so it'll be difficult to change it significantly from what it already is, so bear that in mind.

  • Just to add a bit more info to what others have already said:

    1. Most behaviors have their own actions, conditions and expressions. You can access these through the tabs that appear when the object is picked in the event wizard dialog.

    2. I think the best solution for now is to use the function object. You could use a function like "SpawnEnemy" which spawns the enemy and does the startup actions on it. I thought about adding 'On created', but didn't think it'd be useful since it's identical to following the create object action with other actions. Maybe you're right though - I'll see if I can add it.

    3. I think in the latest builds the Tiled Background can scale the texture inside, but only if it's a power-of-two sized texture (eg. 128x128, 256x256...)

  • Try doing it when timer equals 500ms or something instead. That should work OK. I'm guessing it's just start of layout that doesn't work.

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  • It was two lines in the source code, heh. All I had to type was this:

    		// Family passed: pick a random sub-type
    		if (pType->IsFamily())
    			pType = pType->teams[(unsigned int)(Random() * (double)pType->teams.size())];[/code:8mcyr0hx]
    
    No problem to add little things like this
  • Yeah, I can get Physics going in pixels-per-second when I figure out the math, but it would change every existing .cap...

    You divide by timedelta because you want to apply a total-force-per-second, not a force-per-frame. For example (picking easy numbers), say you want to apply 10 newtons/second of force. At 1 fps, that's 10 / 1 = 10 newtons per frame. At 2 fps, that's 10 / 2 = 5 newtons per frame, which adds up to 10 newtons per frame again.

    Physics itself is a bit fussy about floating point precision and framerates. Generally it's stable in the 30-120fps range. Outside of that I think you'd start getting weird rounding errors in the timestep.

  • There's no issue to having as many angles as you want in Construct (or shouldn't be, anyway, unless there's a bug). Hopefully we can get this implemented.

  • One day I'll remember the http thing...

  • Allow multiple decks. This probably shouldn't be runtime-editable because removing a deck in mid-air is messy and underdefined. A property "number of decks" that defaults to 1 seems more plausible. Also, I don't expect users to want to know which specific deck a card came from; so a "draw pile" with two decks could simply(?) have two copies each of the numbers 1..52.

    Couldn't you just use separate Card Game objects?

  • Really, that's how you made the grass? I really like the effect.

  • The spawn/create actions weren't designed to create families. I didn't think they even showed families as a type you can pick, but I guess it does. I'll add the functionality you want for the next build then. If you have A, B and C in family F, and you spawn F, you get a random A, B or C.

  • I'm not sure, but I think I heard somewhere DirectInput's status is 'on-the-way-out', a bit like Directsound. There's a new XInput API, but it only seems to support Xbox 360 controllers. Still, something to look in to for a joystick plugin.

  • Aeal: Directsound actually used identical code to play music, so it probably has the same problem...

    Border: if anyone plays your game with Directsound on Vista, it probably just won't have audio. XAudio2 works on both XP and Vista. Also, looking further forwards to Windows 7, it will also not support Directsound, and WILL support XAudio2.

    So I've been trying to get everyone to use XAudio2 as soon as I figured that out, because a year or two down the line, Directsound will be seriously useless.

    Would anyone be affected if Directsound was omitted from an upcoming build, though? At the latest, I want it omitted from the 1.0 release.

  • Aeal, you're now an editor, thanks.

    Border: I tried adding 'BorderD' as a username, but it said the username does not exist. Are you sure you signed up?

  • I was bored this evening, and the end result is XAudio2 is fully documented.

    XAudio2 on the Wiki

    Any comments, suggestions etc appreciated.

    Beh, only like, another 50 to go :-

    Rich: edited.