Ashley's Recent Forum Activity

  • The majority of build time is spent loading the textures in the application. However, if no textures change, Construct uses a cached version of the loaded textures, so it can basically skip that step, and previewing is much faster. You should be able to notice this if you edit an image, then try previewing the application twice - the second time should be faster.

    However, if you change an image, all textures are re-loaded. This could be improved, but probably not before Construct 2.

  • What do you mean? That we should go and make Construct for Mac OS X instead, and forget Windows completely?

    Nearly everyone uses Windows so it makes sense to reach the broadest number of people by developing for that platform. There's also inertia (I know the platform and technologies for Windows fairly well now), and despite what some people say, the platform is mature and pretty good, like DirectX for example.

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  • I get the feeling even in a year or so, if Construct 2 dropped support for XP loads of lurkers would suddenly come out of hiding and complain... XP ain't going away any time soon - but then again a few more years down the line, when XP really is dead, it'd be better if we did ditch XP support. Hmm...

  • Hmm, this sounds like a bug. It makes no sense for an object to register as overlapping itself. Put something on the bug tracker so I don't forget about this one.

  • Personally, I'd like to see the Devs showing the same sort of passion for Construct as Lucid does (maybe they did in the beginning, and are maybe a little burnt out. Been there, done that.)

    I definitely still have the passion, but just no time these days, and I think the same goes for the other devs too. At some point in the future I will have time again, and this is why I am laying down plans for Construct 2 when the time comes in the future. However, burnout is a bit of an issue here as well, since when Construct was started - and all the most important organisation and architectural decisions were made - we were basically all n00bs with hardly any experience. Mistakes were made, and working on Construct now is unnecessarily difficult, which makes it a pain to do coding, which makes the little time we have less effective. That's why I'm keen to wrap up 0.x and get started on the next version - I know we could do so much better now.

  • No, you don't need to install the C++ runtime before running a game, but you do need the latest DirectX 9. But that doesn't sound like that, it might be the old DEP problem from an old build. Are you using the latest version of Construct or have you been sticking to an old build?

  • The Prof-UIS license does not apply to plugins or the runtime because they do not use any Prof-UIS code at all.

    As for the idea - well, yes, this is how open source projects are meant to work, so anyone can code and contribute - I would encourage it more, but I'm afraid I just don't have much time these days. It is a good idea. It would be very useful to have people debugging the code to point the devs to particular lines of code that are at fault, or even just reviewing code to hunt down potential problems. However, most of the code in Construct right now is pretty messy and overall badly organised, so I would prefer to wait until Construct 2 to take a more structured, organised approach to these "development technician" roles. (it might also be nice for people relatively new to coding to get project experience)

    As for how this kind of project would really work, I see it a bit more like this. Changing code in a project with 100,000+ lines of code can be very difficult and have unexpected repercussions, even for the original developers! So a role of reviewing code for potential (or actual) problems, since a second pair of eyes can really help, debugging code relating to currently open bugs and finding the problems in the code, and writing patches for plugins, would be useful. Maybe we could also give some people developer access to the SVN and see how "third party" patches go. But given my experience on Construct 0.x, lax coding standards can really cause big headaches later on, so I would be very strict and picky and would probably reject code submissions outright if they don't comply exactly. This might seem harsh, but an open bug you've had your eye on might have been closed by now if we'd been stricter on this ourselves in 0.x.

    Anyways, it's an interesting discussion (sorry I arrived late). Any thoughts on that?

  • There's nothing built-in to do this yet. But you can do it yourself with events. I think the system information object can get the screen width/height, from which you can get the aspect ratio, then you can manually set the aspect ratio via the Set Display Resolution action. A built in option to do this would be handy, though.

  • Text in quotes never changes (they're called string literals). Construct will never take "text like this" and try to interpret it as an expression. You will literally be passing some text to the Set X function, which happens to say "Player1.X" or something similar. Construct will then try to convert this to a number to set the X co-ordinate, but this fails, so it gets zero.

    You basically can't dynamically create expressions. What are you actually trying to do, overall? Maybe families or some other feature is a better solution.

  • I wasn't talking about .NET - most Windows libraries are unmanaged, then .NET wraps that.

  • I don't know what's wrong with the noise() function (maybe it's not really supported under PS 2.0). You can read about Construct's built in shader parameters here though:

    http://sourceforge.net/apps/mediawiki/c ... el_Shaders

  • I don't have any plans to have the IDE run on any other platforms. It'd be too difficult. Realistically with the work we can put in, porting the runtimes is the most feasible and useful thing to do.

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Ashley

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