alastair's Recent Forum Activity

  • An expression that returns the last key pressed on the keyboard as a string and a condition that checks for a key pressed based on that string. That would allow for customizable controls.

    This is a high priority item, I feel. It's a standard of PC gaming, and especially for accessibility and disabled people's sake. Sure there's already the keycode plugin but it conflicts with Ashley's keyboard plugin.

    I don't think many software developers are aware of the importance of customizable controls, as Clickteam and Construct Classic didn't have this support either (although Ashley has been getting a little bit better with the gamepad plugin at least).

    Developing a game for a specific set of keys/gamepad is pretty much the worst thing you can do to a proffesional game, every person likes the controls a different way. Input is such an important part of the experience, and if you mess it up your game is going to be so much worse.

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  • You going to bring that to C2 animmaniac?

  • To further illustrate the redundancy, imagine if Sprite.X read as Sprite.HotSpotX in expressions.

  • Is it necessary to have to use sprite.ImagePointX(2), to refer to the X position of an image point? Couldn't it just be sprite.X(2)? And if the brackets aren't there then it means (0)?

  • There's a hidden page here: http://www.scirra.com/construct2/releases, with all the releases.

    r100 is a beta release, but it seems like the next one will be a bug fix 'stable' release.

  • Thanks Rojo!

  • In the manual, sprite blends are linked to this page:

    https://developer.mozilla.org/samples/canvas-tutorial/6_1_canvas_composite.html

    But I'm not sure if I'm either doing it wrong, or it's bugged?

    Here is what it shows the effect does on the site ('destination out' in B):

    <img src="https://dl.dropbox.com/u/1024727/c2/blend.PNG" border="0">

    What it looks like when I try using 'destination out':

    <img src="https://dl.dropbox.com/u/1024727/c2/destination.PNG" border="0">

    My capx file

  • Ashley, Why is this by design? So now we have to create images with empty space, which is silly...

  • Well its been a month since Adam/awesomenium responded to Ashley's thing on their forum. So hopefully they're still doing things...

  • r100, I've noticed it in previous versions though.

    Ah, I missed this topic somehow:

    http://www.scirra.com/forum/cannot-reduce-project-file-size_topic55566.html

    However I still think you shouldn't have to save as project, open project nagivate to files, delete, open project, save to capx. When it should just delete directly from the project bar.

  • When you delete files/contents from the project bar, they're not actually deleted in the .capx. The file size stays the same.

    Steps

    1. Make a new project

    2. Import a file (I suggest a music file to see .capx size difference)

    3. Save the project file.

    4. Delete the file/music from the project bar

    5. Save as a new project file

    6. Observe how the 2 .capx files are exactly the same size despite the 2nd file not having the large music file.

    At the moment this means you should never import something into your game unless it's finished quality (i.e., this will never be the case though as games take a lot of iteration) if you want to keep your .capx file size low.

  • Yeah I'd love it if Ashley could just add this to the official keyboard one. Since the conflict between this and the keyboard plugin makes it useless. :(

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alastair

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