Ashley's Forum Posts

  • That line for me reads:

    AngleName += "�";

    That's a degrees character - a small circle to denote an angular measurement.

  • Welcome to the site!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Can you keep all bug reports on the tracker? Otherwise it becomes impossible to organise.

  • If it's a bug in Construct it's too hard to do anything about it without the .cap file; you wouldn't go to a car mechanic and say "my car doesn't start, but I can't show it to you. Can you tell me what's wrong?". I advise you either make a fresh .cap file you're willing to share and upload that, or send it to me privately, or delete/remove behaviors and objects until it doesn't crash any more (then it was probably caused by whatever you deleted last).

  • It's been requested and hopefully I'll get round to it soon. We're all pretty busy at the moment though so it might be a while.

  • If performance is THAT big a deal, Construct isn't the tool to use. For heavyweight processing it'll have unnecesary large overheads for the generalised collisions engine, events engine and so on. If it matters that much to you, I'd say write the serverside in a written language (C++, .NET, Java, Python...) and use Construct only for the client. You'd still need a sockets plugin which doesn't yet exist, but you can customise and tweak the performance to work exactly as you want it.

  • The IDE builds in VS2005. Everything else should be VS2008. I don't know what would make Visual Studio crash - better take that up on Microsoft support somewhere :-\</p>

  • Is the problem with keyboard presses as well as the mouse? I'm not sure what I can do about it, since Windows provides all the input... maybe on Unlimited Windows is too busy to immediately process input??

  • Love the style reminds me of the pixel art golden days of LucasArts games like Loom and the original Curse of Monkey Island... with some high-colour-depth modernity thrown in.

  • It repeats all its actions and subevents with a named loop and a range of loop indices. For example,

    + Start of layout

    -> Start loop "blah" 100 times

    + On loop "blah"

    -> Actions to do in the loop

    is identical to:

    + For "blah" from 1 to 100

    -> Actions to do in the loop

    Faster, fewer events, more compact, still dead easy If you don't need the loop index you can just use 'Repeat':

    + Repeat 100 times

    -> Actions to do in the loop

  • It might be 1 or 2 frames behind due to the GPU and CPU working in parallel - effectively you're always one frame behind because of that, but the efficiency increase is huge. It'd be a 10-17ms delay, most noticable if something's following the mouse and you drag quickly.

  • What exactly goes wrong with it? If it's a bug, can you post it to the tracker?

  • Behaviors are coded in the C++ plugin SDK - which is pretty heavyweight for most users, I agree. But there's no other way to add something to the behaviors list at the moment. We might be able to come up with something event based in the long-term, but we're looking at firmly post-1.0 features here.

  • I think you're missing something; when you add a fresh sprite to a family with family variables, you don't have to add all the family variables to the sprite - it's just that any you don't add, won't be available via the family any more.

    If you have a family with variables A, B and C, and you add an object with no variables to that family, you're prompted to add A, B and C to that object. You can untick some from the list - for example, leave only A ticked - and then the object only gets that value added. There is now only one family variable: A. If you previously had events referring to family variables B and C, they will be lost, which is why you are warned - but if there aren't any events for them it doesn't matter. So you don't have to have to include ALL of EVERY object's variables. In this case, you could still add variable D to the object, use it via the object's specific events, but it wouldn't be there in the family.

    Does that make sense?

  • Subevents are always working with the objects picked by the parent event - it's an important part of how they work. You can also use the Function object to call events and remember objects across them too!