Ashley's Forum Posts

  • That's a good summary, but the vertex stuff probably isn't worth worrying about. Vertices are actually only stored temporarily (they're re-sent every frame), not in permanent texture memory, so it works a bit differently. You only need to worry about textures.

  • Everyone chill! It's an important feature to have unicode, and it's especially crucial to non-English speakers, since it can be difficult or impossible to make a game in your native language without unicode support. Imagine trying to make a platformer for your friends in a program that doesn't support English, only Hindi characters.

    aolko, you do not understand how difficult it is to add unicode support to Construct. There are hundreds of thousands of lines of code, it's much more complicated than flipping a switch, and we only work on this in our spare time. So, in short, there will not be unicode support before Construct 2.

  • Construct 2 will be unicode; before then we can't really change it.

  • You need to use a naming convention to organize your global variables so you can do something like set global variable Gvariable&str(random(10)+1) to random(1). All your global variables you want to be included should of course have the same beginning then you use a number to tell them apart (eg. v1, v2, v3 etc). Remember to right click on set global variable prompt and choose "use expression" so that you can set the variable to an expression. When you start using naming conventions more, you may want to start looking into the text manipulator so that you can use the useful "replace" action. I'm sorry I can't post an example cap for you.

    I'm not sure that will work. I'd go with either a global array, or store a temporary value generated by random(), then have a series of subevents along the lines of: random value = 0, use global('abc'), random value = 1, use global('def'), etc. (Don't put random() in each line or it will generate a new random number for each line!)

  • Gah, I don't check the forum for 2 days and this happens!

    This is locked now and moved to Open Topic (it's not help/tech support).

    To clear up some of the discussion points:

    1) AFAIK Prof-UIS does not factor in to this at all, it's just a UI library which can be used in commercial apps too (don't know if Construct being GPL changes this, but I'd guess not)

    2) The GPL specifically states it is allowed, but pointless, to sell GPL software. Sure you can sell it, but you'll never get a high volume of sales, because you rely on the fact the buyers don't know they can in fact get it for free. Anyways, no issue with selling it here.

    3) The only grey-area issue is the bundling of tutorials, games and artwork from the forum. These are NOT automatically GPL covered as spelt out here, so there is no automatic permission to sell them. In many jurisdictions such as the UK, copyright is also automatic, so you are not required to explicitly state that the work belongs to you or is copyrighted to you for the work to be protected by copyright (eg. artist's paintings don't usually have 'Copyright (C) 2010 ...' in the corner ). However, since it could be argued only Construct itself (which can be sold) is being paid for, and the rest of the content is free on the internet anyway and simply supplied as a free add-on bundle, it becomes a bit of a grey area and I don't really know what the rules are. To be honest, the odd stray ebay auction is not going to get much attention if you complain.

    The issue of collecting up free games on the internet and selling them has been around for years, and it's pretty much a right of passage for an indie gamer to find some of their work suddenly for sale somewhere at some point. It's a well-known fact (or should be if people here didn't know) that this will happen. To protect yourself you essentially should just put your full credits (name, website, email etc) in your games/tutorials, a message saying it's freely available at such-and-such a URL, and maybe that if you paid money for it you got made. That should be enough to give the right idea to someone who paid money for it, and maybe clue them in enough to start looking for a refund. Leaving work empty of credits leaves it open to exploitation, and removing credits from a work in order to sell it is a much more serious issue.

    Hopefully that clears it up. To be honest, if you see anything else like this, just leave it. You probably can't stop it, and even if you do, someone else will. Start protecting your work.

    As for the response, I'd have hoped for more maturity. Vigilante justice is never a good idea, even less so vigilante justice before proof of guilt. Next time try to keep cool. I've specifically edited out a post inciting that the buyer's reputation be deliberately reduced; that's very poor conduct indeed. Please, never respond with dirty tactics or name-calling - it's important our community appears respectful and mature, and we're not doing a great job of that right now.

    Edit: In retrospect, I can't see if the product sold actually does bundle anything from the forums, other than comments from people here. Even if it does not, the point still stands, you should take preventative action in case.

  • The bug with collision masks not being right for animations should be fixed in the next build... are there any other problems?

  • I bet LMK has had that image for ages and just really wanted to use it

  • Hardware accelerated graphics cannot be stored in standard RAM, only VRAM. Construct already stores all textures PNG-compressed in standard RAM, and loads them in to VRAM when needed. The default is to load everything in to VRAM on startup, but you can set the texture loading to go layout-by-layout, so a large animation is only loaded in to VRAM when on that layout.

    Loading animations frame-by-frame is not really plausible - the time it takes to decompress a PNG from system memory then upload to the video card, done for every frame, would create a noticable delay. It'd probably totally kill the framerate; this is why Construct loads entire layouts in to VRAM as a minimum.

  • Ergh, I think Microsoft have released another security fix to the Visual C++ runtime which is breaking things again. This is really annoying. I'll see if I can fix the setup for the next build.

  • Firefox and other non-IE browsers can't run ActiveX controls, only Netscape-style plugins, because ActiveX is a proprietary Microsoft technology. Given that the site claims the ActiveX control runs on non-IE browsers which is impossible, I find this very dubious, especially given the technical difficulty and security implications of being able to run arbitrary EXE files on a user's computer via the browser. Basically, even if it was possible, it'd be a gigantic security hole to let your computer get hacked... so in short, locked!

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  • Damn, just realised I never did anything for April Fools! Argh, the 'bought out by adobe' and 'pink UI' ploys past years worked pretty well...

  • Did you make sure you installed the Visual C++ 2005 redist during setup? The only thing I can think of is if you cancelled that, or it failed. Maybe try installing it from the Microsoft website as well.

  • Try checking 'Force own texture' on the layer the canvas is on, and make sure the canvas is on top of everything on that layer. Does that help?

  • No, the previous frame's final render is not available to shaders I'm afraid - that's what the Canvas does, it acts as the surface that stores the previous frame's texture. What do you mean by it doesn't grab the transparency of the layer?

  • Have you tried the latest build? I did slightly change the ball bounce algorithm in that, and I've improved it again for the next build - it actually seems much more reliable in the next build, so watch out for that and give it a try.