Ashley's Recent Forum Activity

  • I thought I'd just check, because I seem to have had the occasional problem with this my end.

    Does Construct 2 correctly associate .capx and .caproj files in Windows Explorer? It ought to set the file association when the editor starts up, but I'm not sure it always does. Once you've run the Construct 2 editor, double-clicking a .capx file should never ask you which program you want to launch - by then it should know to launch Construct 2.

    Is this working for everybody?

  • Adobe want to keep Flash alive and Microsoft want to keep Silverlight alive - they'll probably coexist with HTML5 for a couple of years (while declining) before the web catches up and makes them redundant.

  • There seems to be a lot of hacking going on these days - at least they're definitely proving the point everyone needs to batten down the hatches and make sure their websites and software are secure

  • - There is also no "change motion angle" action.

    Isn't that equivalent to the "Angle of motion: Set" action? I changed some terminology along the way to try and make it clearer. As for the other points, I'll see if I can add the omissions for the next release.

  • Edit: Thats weird, maybe i missundertood, but it doesnt work for me the clicks in paralax layers.

    I thought I fixed this, can you post a .capx where it doesn't seem to be working?

  • Download Construct 2 public preview 43

    Link to release 42

    New this build: time scaling and five new behaviors!

    Time scaling is as per Classic. If you haven't used it before, you can create slow motion effects by setting the time scale to 0.5 (half speed). It's also great for making a pause function - set the time scale to 0 and everything stops, but events are still running.

    A new time scaling feature for C2 is you can set individual object's time scales. For example, you can have the entire game go in to super-slo-mo (time scale 0.2), and keep your player on normal time (time scale 1.0). The whole world is going slow but you can run round at full speed!

    Four of the new behaviors are pretty straightforward, but there's also the custom movement. This is a fairly basic version of the Classic one but hopefully should cover essential features. I'm afraid it's also not well tested - Davo wrote the original in Classic so I'm not familiar with the code, and haven't tried everything out yet. Try it out and let me know if you have any problems or if there are glaring omissions.

    Here's a little demo using the custom movement to make an asteroids type space movement: custom movement demo.

    Image editor on the way, honest!

    Changelog

    • [Feature] Time scaling. New system actions: Set time scale, Set object time scale, Restore object time scale. New system expression 'wallclocktime', which is the game time unaffected by any time scaling that may have happened (the ordinary 'time' expression increments at a different rate if the time scale is not 1.0). New object expression 'dt' to return dt at the object's own time scale.
    • [Add] 'Custom movement' behavior. Trimmed down version of the Classic behavior.
    • [Add] 'Scroll To' behavior, which automatically scrolls to an object. If added to multiple objects, it scrolls to the mid-point of all those objects (the average of their positions). Also has a 'Shake screen' action.
    • [Add] 'Destroy outside layout' behavior, which simply destroys the object if it leaves the layout area.
    • [Add] 'Bound to layout' behavior, which stops the object leaving the layout area.
    • [Add] 'Wrap' behavior, as per Classic, makes objects reappear on the opposite side of a layout when they leave.
    • [Add] Array: 'For Each element', as per Classic
    • [Fix] Previewing with Firefox sometimes opened different tabs with "C:\Documents", "and", "settings\..."
    • [Fix] Error messageboxes during export/preview sometimes opened under the main window which was confusing - now they're always on top
    • [Fix] Mouse object: detecting clicks/mouseovers on objects on a parallaxing layer did not work
    • [Fix] Using shift+enter to write a multiline comment didn't expand the comment to be big enough to fit all the text
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  • If you can't do it by the ordinary IRenderer methods, the only thing I can think of to do is then call IRenderer::GetDevice() which returns a IDirect3DDevice9* (but returns a void* in the SDK so you don't need the headers). Then you'll need the full August 2008 DirectX SDK (IIRC). Using the device directly is tricky since the runtime expects to have full control over it - make sure you restore any settings you change.

  • Doesn't strike me as unusual! "Construct is a program that makes games", "We make games with Construct"...

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  • so if you start making a project in HTML5, you won't be able to choose a different runtime/exporter later?

    You will be able to change exporters with existing projects. Going from Canvas to a WebGL exporter should be totally seamless, because WebGL supports all of Canvas' features and more, but going the other way would need some work on your project.

    Someone from Mozilla responded to Microsoft's remarks today:

    http://shaver.off.net/diary/2011/06/17/ ... -platform/

    In short, they seem to say: adding new features always exposes new components to possible attack - WebGL is nothing special, and it can be made robust against attacks over time anyway. (Also, they point out D3D support is in Silverlight so would have the same security problems in theory!)

    I'm more convinced Microsoft are just reluctant to support OpenGL.

  • Umm... there are loads of "coming soon" websites like this on the internet... what's special about this one?

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Ashley

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