Ashley's Recent Forum Activity

  • Are you sure that's not a browser bug? Construct 2 fully supports unicode.

  • Always default, we'll get a browser selector in at some point.

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  • Oh, this won't affect anything other than instance variables. I suppose if you try to set a string to a number variable, it could either ignore it completely, or do an automatic number conversion on the string.

  • Here's something I thought of recently: right now in C2, like with 0.x, you can store any type in any instance variable. By type I mean boolean, number or string. So you can assign "hello" to a number instance variable.

    As a result the editor can't assume that instance variables have any particular type, in case you change it at runtime. For example, Sprite: Set X to Sprite.MyStringInstanceVariable has to be accepted, in case you set that instance variable to a number at another time.

    What I think would be a good idea is to strong-type instance variables. This means you can't assign a string to a number instance variable - if it is initially set to a number, it always stores a number, and can never store a string. Likewise string instance variables will always store a string, and never a number (although they can store numbers as character strings).

    This slightly reduces their flexibility, but improves the editor checking - now the editor can reject setting X to Sprite.MyStringInstanceVariable, which was probably a mistake anyway.

    Does anyone use the weak-typing (storing strings in number variables etc.)? I think any time you need to do that an easy workaround is just to add another instance variable. It makes sense to me. Is there general agreement?

  • This should now be fixed in the next build, thanks for the report. If you need the fix urgently I can send you some updated files - the problem was in the 'go to layout' action, so if you remove that it should work OK.

  • In a way that is what Construct 2 plans to do

    Absolutely, categorically not. We are not planning to ask for royalties on profits. If paying anything at all for software counts as sharing profits, then all existing software falls under that definition!

  • If we add any form of scripting it's far enough down the road that it's not even on my mind right now. We'll cross that bridge when we come to it, it's a very late stage feature.

    newt: the plugin SDK for any C++ exporters will of course work with non-MS compilers. There's no reason for it not to. It's just yet another thing we messed up in 0.x.

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  • How much is it? I can't seem to find a price online (don't have Unity installed).

  • Javascript is actually probably the fastest scripting language out there, because it's had the might of Google working to optimise it with the V8 engine and Crankshaft. It literally compiles it to machine code. I've read Google engineers quoting it as comparable to unoptimised C code (as in, maybe two or three times slower than optimised C, rather than ten times slower or worse).

    Python is only interpreted as far as I'm aware, and Lua appears to have a JIT, but I can't see it being so much faster than Google's V8 to be worth switching to. Besides, the plan is for the EXE runtime to all be written in optimised C++ - to make Javascript plugins work in an EXE runtime one of the things we'd have to do is write a full virtual browser emulating the presence of the DOM, window, cookies, URLs, canvas, contexts, Javascript library functions, and so on. That's kind of a ridiculous thing to do for a C++ runtime, especially when C++ extensions would be faster and more compatible anyway.

    So yes, it's a shame that extension developers will probably have to rewrite extensions for other exporters, but that's the way it has to be done.

  • Sounds like a bug - generally, assertion failures are bugs. I'll take a look later.

  • Oh good point, it's third party, missed that. Edited the OP

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Ashley

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