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  • are you sure? make sure you pay attention to where you exported the exe and what you named it. if you're absolutely sure it's your exe file doing this - when windows asks you that about an exe file, it's usually indicative of severe os registry issues or a virus infestation.

  • construct 2 will have everything, but more, but not yet, it's still in early development. 1 is fullfeatured with just a few kinks left to work out. if you just want to test out 2 and use html5 use 2. if you want to make full games, and be able to do anything with alot of power and speed, use 1. if you want to learn how to use everything that 2 will eventually have, use 1.

    personally I use 1

  • it's difficult for me to decipher all that, but I'll give you some general info, arrays in construct are 1 based instead of 0 based, so the first index is 1, not 0.

    also, your formula there is needlessly convoluted and unreadable, the (Sprite.MeshRows+1)*(Sprite.MeshCols+1)-1 make sure to use enough () to be sure about the order of operations even if it's superfluous just for readability. instead of using one loop with weird formulas to get what you need, why not just have nested loops?

    for "x" from 0 to meshrows

    for "y" from 0 to meshcols

    then use loopindex("x"), and loopindex("y)

    also, another thing that would make it less confusing would be not using a 3rd dimension to the array, and instead use 3 separate arrays named x, y, and z

    other than that, using those alterations, it'll be quicker for you to find the solution than for me to. also, just for general info purposes, if you're sacrificing readability for optimization purposes, construct can have hundreds of objects all being acted upon and thousands of evaluated conditions and actions per frame with no slowdown, so you don't really need to do stuff like that except in extreme cases that most users never reach

  • the fade behavior he's using has a 'destroy on fadeout' attribute

  • the short answer to your question is that there is a 'picking' system

    you choose the objects that are relevant in your conditions, and then the actions only act upon those specific objects

    like

    MySprite 'is overlapping' ThatOtherSprite

    ---------MySprite.Angle=45

    ---------ThatOtherSprite.Destroy

    now only the MySprite's that are overlapping ThatOtherSprites will have their angle changed, and only the overlapped ThatOtherSprites will be destroyed. If there are other instances of those two object types that are not overlapping eachother they will be unaffected by the actions following the 'is overlapping' condition.

    All conditions work this way. it streamlines everything greatly

    the longer answer can be found here:

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

    under the heading 'picking'

    xenox is right though, look at this thread:

    the ghost shooter tutorial is the quickest way to get a general feel for construct. I'll bet you'll be amazed at how wonderful everything works.

    the tutorials in the tutorials section of the forum are more specific, so I would suggest picking and choosing through the 'are you new here' thread and wiki first

  • the kismet scripting system from unreal 3 uses a flow chart as well.

    aside from the aforementioned problems. construct gives you control over the order of condition evaluation. in order to do this in a flow chart, the flow would have to converge on the next nonsub event each time, which would make for about the most unreadable thing in the universe, unless you just put them all in a straight line with indented branches, which would end up looking like the current event sheet with little lines everywhere

  • when you spawn a new object it is automatically picked so if you want to do something to newly created objects, just put the actions after their creation, ie:

    System.CreateObject(sprite)

    sprite.x = 50

    will move only the new sprite.x to 50

    ondestroy has no logical context for construct objects that I can think of in events. other than an idiosyncratic bug that allows you to access object information after it's destruction for the remainder of the tick, you can't really do anything to a destroyed object, so anything you want to do after destroying an object, just put the action after the destroyobject action

    edit : and welcome to scirra!

  • Nice i can't wait to test this

    By the way what is Terraria, is that a new game you have made?

    http://www.terraria.org/

    looks like a 2d minecraft type thing

  • for those that don't know. A Game of Thrones is an awesome new(5 episodes in) high fantasy series on HBO based on the books of the same name. 9.4 on imdb with over 9,000 votes. Acting, directing, script, costumes, sets, effects, music, and sound are all feature film quality. The books and author (george r r martin) are highly regarded among fans of the genre.

  • http://killyourculture.com/store/2011/0 ... y-21-2011/

    phew, that was a close one, but we made it through. good thing, too. I really wanted to finish my project before the end of time

  • I'm not sure why you say that newt. every newcomer asks basic questions when they first get here, and I haven't found his to be more noobish than average.

    , what version of windows are you running?

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  • what behaviors does it have

    what type of input are you using

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lucid

Member since 16 Jan, 2009

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