Ashley's Recent Forum Activity

  • That example doesn't seem to make sense. Why would you pass RGBA parameters as CMYK? That's passing them as a different format.

  • 1) how do I get blend modes to work?

    The runtime sets the right blend mode before calling the Draw() method, so it should work automatically. If you change the blend mode in the draw method, you'll need to re-apply the one you want, or save the existing one at the start of the draw method and re-apply it at the end,

    2) how can I find out when an an object is destroyed? In C2 I had this:

    this.myDestroyCallback = (function (self){

    return function(inst){

    self.onInstanceDestroyed(inst);

    };

    })(this);

    this.runtime.addDestroyCallback(this.myDestroyCallback);

    I can't find an equivalent.

    There's an "instancedestroy" event in the runtime. I added it to the docs here: https://www.construct.net/en/make-games/manuals/addon-sdk/runtime-reference/runtime

  • If it's not documented or in the plugin SDK template, it's private code and not supported.

  • Sometimes they fall in to the spam filter. Let us know and they can be approved. I just approved everything pending in the spam filter.

  • Isn't that the same thing as passing parameters by index, with the same problems?

  • As of the latest releases you can set a spritesheet size of 512, which in practice does very little spritesheeting. Does that help?

  • You could load it in to a Binary Data object, and then save that with Local Storage.

  • Recording the game does have a high performance impact - every frame it has to take a copy of the entire screen, and then compress it in to a video, and video compression is highly performance intensive.

    Using a lower quality video with a lower bitrate actually requires more intensive compression, which will have a greater performance overhead. So it may actually be faster to use a very high bitrate video so less compression is necessary, and then recompress the video afterwards.

  • This would inevitably involve a WebGL texture upload, which has a high performance cost. Is there a way to render the image source directly?

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  • It's not a bug, it's just the action is not designed to be used that way. See my comment on the bug.

  • If we made these changes it would basically regress the built-in functions to the old design, which people asked us to change for good reasons.

    For example people got annoyed that renaming a function was difficult because you had to update a bunch of strings everywhere. The new functions system fixes this, and function mapping is specifically designed to de-couple the string from the function, so that you can always rename functions without having to update a bunch of strings too. You call it redundancy, but actually it's to improve refactoring, which was a major user request. If we go back to referring functions by name, we regress back to renaming functions sometimes breaking your project, which re-creates the whole problem we were trying to fix in the first place.

    As for accessing parameter counts and parameters by index, adding this would also regress the usability of functions in various ways. For example with built-in functions you can refer to parameters by their name - another top request. If we add indexed parameters we regress back to unnamed parameters, which is what we were trying to fix in the first place. It could also cause refactoring problems as well - for example with built-in functions you can just drag and drop parameters and the entire project updates automatically (something that was also previously involved a lot of manual work to update); if you can refer to parameters by their index, this re-creates the original problem that reordering parameters can break your project unless you do a bunch of manual work.

    If there are still shortcomings I'd really want to fix them without recreating the original problems! For example with variable numbers of parameters, some languages do not allow this at all. Instead you can do things like pass arrays. In Construct you could already use an Array object to set a variable amount of data in which then gets used by the function. So I think there are already ways to handle this, you just need a different set of techniques. If that still doesn't cut it for whatever reason, then I would want to think about a better design that isn't going to bring up the same problems and cause the same feature requests of "please fix this problem" that we already dealt with.

  • You can already change the spritefont color without needing to use other spritefonts. Use a white spritefont and use BBcode to change the color.

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Ashley

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