Ashley's Recent Forum Activity

  • Am I immune?

  • I think 9.0c refers to the core engine. The things they keep updating are now external libraries not technically part of the core engine. It's still a massive pain though.

  • Pausing in Flash works the same way. I don't use Construct, because I'm waiting for the 1.0 release, but I do use Flash CS3, and I must say that I know no better way to pause a game than use a Boolean variable called "gamePaused" and a bunch of if statements. If someone knows a different approach, please, share your knowledge.

    In Construct, just set the time scale to 0. Everything stops, events keep running. No need for loads of 'is paused' tests or enabling/disabling anything. Setting the time scale to 0 basically means 'stop time from passing'.

  • Add a condition checking if an ignore flag is on There's no built in way.

  • Behaviors (and effects) are supposed to work on the same principle as private variables. If all the types in the family have variables, behaviors or effects in common, they appear in the family as well. So ideally it would work with any combination of objects with behaviors - the ones in common to all of them appear in the family.

  • Yeah, it's done now, will be in the next build. It's only a small tweak to the existing animation system, so it's not complicated to do

  • Well, I think what you want is actually relatively easy to implement. All you want to do is separate the animation angle from the object angle. We could do that with an option "Lock animation angles to object angle", which if you turn off, allows independent animation angle and object angle control. Sound good?

    Would you mind phrasing it as a feature request instead of a gripe in future? This might take me twenty minutes to implement. We're all volunteers on this project, and it's a bit nicer to read through positive feature requests and how that'd allow us to do more, rather than how awful the current system is. I'm all for change, especially when it's this easy. No hard feelings

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  • We seem to have a regular flow of new users coming in, which is really cool. Purely out of curiosity, I was wondering where everyone found out about Construct. Especially if you're new, it'd be interesting to know! We haven't made much of an effort at all to publicise Construct since we're still beta, being pre-1.0, and still working out some bugs and features.

    So where y'all from?

  • If you're trying to make realistic collisions, go for the Physics behavior. Otherwise, you could try something like giving the other object a Bullet movement, and start the movement when it collides.

  • AAAAARRRRGGGGGGHHHHH!

    This is wrong, wrong, wrong, wrong! You should definitely at least link them to this thread. They need to know why that is wrong.

    "The main problem with the STL is that it was clearly written by a committee"

    Why is that clear? Which committee wrote it? What suffered as a result? As an interesting thing to note, my copy of the <vector> header has the copyright notice "Copyright (c) 1992-2008 by P.J. Plauger". Written by a committee or written by one guy?

    "It is clunky"

    Why? What does 'clunky' mean? Does it mean slow? The source code is available, meaning the compiler can make optimisation and inlining decisions that are impossible when using .lib libraries. This actually makes it extremely fast. I once tried to write my own container faster than vector. I thought it'd be easy, and took lots of dangerous shortcuts to make it faster. It was slower. Does clunky mean badly designed? The STL is one of the best designed libraries out there, probably ahead of its time too.

    "Method names are often verbose"

    Which method names? find? begin? end? front? back? copy? sort? Verbose? Is this a joke?

    If you don't like the std:: prefix, stick using std::find at the top and you can use find like a global function.

    "Use of methods is rarely intuitive"

    Which methods? Is my_vector.pop_back() to remove the last element really something hard to get your head round?

    No bounds checking is done on arrays(vectors)

    Incorrect. vector::operator[] does not bounds check, which is a deliberate decision. vector::at() bounds checks, and throws out_of_range exceptions if you pass an invalid index. Also, iterators are bounds checked in debug mode, so i++ will throw an exception if you're already at the end of an array. If it was a pointer, I'd be running in to undefined memory and left pretty clueless about what the problem is. This has saved my ass many a time.

    The names of methods and classes is often non-mainstream

    You mean, everyone in the world agreeing that a vector is called a vector isn't mainstream? Again, I point to find as well.

    Iterators are used instead of pointers

    A strong benefit instead of a problem. As mentioned, they are bounds checked when debugging, so you can never have an iterator to random memory (how many pointers have you had pointing to nowhere?). They are equally as fast as using pointers. The syntax is also identical for any container. Whether you're using a binary tree, a linked list or a contiguous array, i++ means move to the next element, wherever it is. This simplifies the readability of code greatly, and also means if I suddenly decide I want to use a vector instead of a linked list for my container, I just need to change a few typedefs. I wouldn't even need to change any code! Better yet, the syntax is pretty much identical to that of pointers. I don't get why this is listed as a problem.

    Does not always interface well with C++

    Like where? The containers support any C++ object with the proper copy constructors and such, and they even work combined with normal C arrays.

    In short, this is obviously not researched at all, just a list of completely fabricated "problems", and is amazingly inaccurate. Every C++ programmer should learn and use the STL.

  • Drivers, too. Old video card drivers cause things to glitch up due to driver bugs. I think Vista/7 are better at telling you about new drivers, but I don't think they auto-update DirectX. Another big pain is the C++ library DLLs. Since they have to be manually installed by the user, working out how to distribute Construct-made EXEs without installers and keeping a small filesize has been a massive pain.

  • No, run layout works fine for me here. Maybe you have an event to jump to the first layout when the layout runs? Perhaps you could reproduce it in a blank .cap and post the file somewhere?

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Ashley

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