Ashley's Recent Forum Activity

  • OK. I guess it would also be handy to specify a different backup folder, eg. to a thumb drive or other folder, so you don't get your working directory cluttered with backup files. However this will probably (like all other features) be postponed to post-1.0 or Construct 2 because we're really trying to focus on simply stabilising what we've got towards 1.0. It's unlikely we'll add any new features before then.

  • OK, so why not enable autobackup with 999 backups or something? Or I suppose you'd prefer the kind of workflow where you edit your application saving normally, and at the end before closing save a new version?

  • If you get a blue screen error it's a problem with your drivers or graphics card, not Construct. If it takes 20 minutes before it happens it may be overheating and rebooting. Check your graphics card temperature immediately after it reboots, or try improving ventilation (get a new fan for it, or try taking the side of the computer case off and running a fan in to it).

  • It's zero based so 3 would refer to the fourth condition added by ADDCND.

  • ...you haven't added any parameters to GenerateEvent! What made you think you call it like that? It takes three parameters, again using Sprite as an example:

    pRuntime->GenerateEvent(info.oid, 7, this);[/code:11c7mqmh]
    The first and last parameters are always 'info.oid' and 'this'.  The second parameter is the zero based index of the condition to trigger (0 is the first condition added by ADDCND, 1 is the second etc).
    
    I'd really recommend downloading the other plugin/behavior sources and seeing how they do things.  You'll learn a lot about how the SDK works that way.
  • To be specific you need to choose "New Application" rather than "New DirectX game". A lot of features and objects won't work though. We've spent most time developing the DirectX runtime.

  • if( strcmp(tempState.name, tempString) =0)[/code:1gkjhzbu]
    This line is wrong, you need == to compare to zero.  Otherwise you're assigning 0 to the result of strcmp, but it should actually give you a compile error.
    
    I'm not sure I understand your question.  You call GenerateEvent() to trigger an event, and the event you trigger must have the CND_TRIGGERED flag.  Which part of this are you having trouble with?
    
    Edit:  Don't forget you can look at what other plugins do on SVN.  Here's a triggered condition in Sprite:
    [code:1gkjhzbu]ADDCND("On any animation finished", "Animations", "%o %n: Any animation finished", &ExtObject::cTrigger, "AnyAnimFinished", CND_TRIGGERED);[/code:1gkjhzbu]
    
    cTrigger just returns true:
    
    [code:1gkjhzbu]long ExtObject::cTrigger(LPVAL params)
    {
    	return true;
    }[/code:1gkjhzbu]
    
    ...because it should always run the event when GenerateEvent is called.
  • http://en.wikipedia.org/wiki/Computer_display_standard

    Edit: also check out Primary Resolution in the Steam Hardware Survey to see which are most common (amongst steam gamers, anyway, so results are skewed to gamers).

  • "Save Iteration" sounds identical to "Save As", no...?

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  • There really should be some kind of limit, though, just like autobackup does. If your .cap is 50mb and it spawns a new file every time you hit save, pretty quickly you're going to be using more disk space than is useful.

  • Guys, don't be mean and call someone stupid. It's better to try to help them. Calling names is rude and doesn't help anyone.

  • Thanks for posting your workaround. I think however if you hold alt whilst positioning an image point it applies it to all frames in the current animation, but that's still a drag with lots of animations and angles. It's definitely something that could be improved on for a future version. Your relative positioning workaround is simpler anyway.

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Ashley

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