Ashley's Recent Forum Activity

  • I don't think there's any point turning this in to a Microsoft rant/debate. That's been done to death a million times already.

    The main problem with DirectX in Construct is actually technical. That darn D3DX update causes a lot of people headaches, especially due to not-reading-error-messages syndrome. Portability isn't the big deal it might seem, since using OpenGL probably won't help with porting to XBox, or web formats. The fact it's easier to program for is also nice for us, but I doubt anyone using Construct really cares about that. But we have decided to go with OpenGL for C2 anyway.

  • I'm not particularly offended or anything, but I'm going to lock this thread. If you're interested, contact the OP directly.

  • Construct uses a pretty recent version of DirectX. My best guess is they haven't got decent DirectX support. Nothing we can do about that sadly.

  • Or if your server goes down, everyones copies of the game start disabling. If it's just for a beta run though, it doesn't matter too much, people will put up with that (paying customers won't).

    Also, you might want to pick a better download destination... you might be refused write access to C:\ - or even the application's own directory - in Vista/7. Might be best to go for a temp folder.

  • I didn't do that because the links on the Microsoft website seem to change every few months. I wouldn't want a bunch of old games to end up redirecting to a 404, that's worse than the category page...

  • This is a constant pain and probably won't go away until we add a bundled-DirectX files feature (depending on if that's legal).

    The dialog has a button you can click and it takes you straight to the DirectX download page. I really can't think of a way to make it any simpler. Any ideas?

  • Mr Wolf, there's no point compiling events to C++. The entire event engine and all plugins are already written in compiled C++, the interpreted part is simply some lightweight code to decide what to run. That's already fast enough. Where events are slow it's usually due to the list-based processing of the SOLs, and that would be pretty much identical in a "compiled-to-C++" event system. So I doubt it would even run any faster!

  • Construct already does this. If a group is inactive, the events are not even looked at. If an event has 20 subevents and a condition in the parent event is false, none of the 20 subevents are even looked at.

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  • OK! We're not going to remove sub animations

  • Ooh OK. Well, there's several explanations in this thread now

  • Referencing bash?

  • Have you read the TimeDelta article in my signature? It should cover it as you want. The idea is that objects move at a constant speed in real-world time, independent of the framerate, rather than speeding up if the framerate is higher. So:

    Set X to .X + 1

    Every second, this will move the object 1000 pixels sideways at 1000fps and 10 pixels sideways at 10fps. A difference of 100x in speed depending on the framerate!

    Set X to .X + 1 * TimeDelta

    This will move the object precisely one pixel every second, no matter the framerate. Obviously multiplying by 1 is redundant, but it makes it clear that it's one pixel per second.

    If that number is a private variable or some such, you still need the TimeDelta! It makes no difference if that number is hard-coded or a variable, you'd still need to do it like this:

    Set X to .X + Object('Speed') * TimeDelta

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Ashley

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