Ashley's Recent Forum Activity

  • Look at the definitions in the header file. It's an __int64, so in theory it can hold two pointers in a 32-bit system, but you really shouldn't do that. Pointers have no meaning whatsoever in events and therefore should not be involved in the event engine at all.

  • [quote:1fon6iok]Where to start?

    by Glamthaus on 11 Oct 2008, 13:16

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    Sounds dubious to me. Sounds like "earn fake money for looking at adverts all day and convincing your friends to do the same". The invented currency is only redeemable with them... so they can give you yet more branding and marketing in return for looking at branding and marketing!

    Clever ploy. I'd stay away personally.

  • Yes, PNG files are saved inside EXE files (and .cap files as well) for all textures. Don't know where they got the TGA idea from!

  • Basically what Davioware said is right - object types are global to the application, so if you have "MySprite" present in 6 layouts, and you change the animations for it in one, it's reflected throughout the application. Anything that can't be set per-instance (like animations, attributes, object name, icon etc) affects all of those objects in all layouts.

  • Can you post a .cap where this occurs? Do you have the grid enabled?

  • Why don't you just rotate every layer except the one you don't want to rotate? Or rotate the layer you don't want to rotate the same angle opposite to the display angle, so it cancels out the difference? I don't see why you need a feature to disable layer rotation specifically.

  • Log a bug for it, that sounds like the best thing to do.

  • Can you post a .cap file showing what's wrong?

  • Sorry, it's a limitation in the debugger - you can either run your application normally, or just ignore all the messages on startup and carry on (they only show once).

  • Did you try clicking the direct download link?

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  • I don't think so - I think it'd be less elegant! You'd basically have extra icons in the event sheet editor for each type of plugin representing "all" those objects. They would basically useless, because they are too general - eg. actions in the "Sprite" class runs on ALL sprites, which is too broad - it'd include your UI sprites, effects sprites, terrain sprites, as well as players, bullets, enemies etc. etc. And then its functionality is identical to having added all those objects to a family anyway, but with the limitation you can't make it not apply to certain types of sprite. So it is actually less flexible, not to mention large changes to the runtime and event sheet editor to support this, which is hard work and would create new bugs. So I insist - just use a family!

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Ashley

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