Ashley's Recent Forum Activity

  • Ah, use the ones with the F in the name (SelectF etc) instead of the other functions, at all times. They support families. The other functions should be deprecated.

  • You can probably do alright with just a sprite with a carefully done alpha channel!

  • I've heard of this happening when video card drivers are broken. Try updating your video card or motherboard drivers to the latest version.

  • Please report all bugs to the tracker!

  • Yeah, 0.99.3 is an unstable testing build so you can expect things like this to go wrong, but I think it's fixed in the next build. If you're trying to get stuff done, rather than find bugs to report, use the last stable build (0.98.9).

  • It's unecessary to try and work out how to store a "reference" to an object in events. The usual way is just to use the object-picking conditions to run the logic. For example, given the situation:

    • each 'unit' has the private variables is_selected, can_build
    • 'build' button should be invisible unless a selected object (is_selected = 1) can build (can_build = 1)

    Then you can just take advantage of the top-to-bottom execution of events:

    + Always

    -> Build button: Make invisible

    + Unit: 'is_selected' equals 1 (...picks all selected units)

    + Unit: 'can_build' equals 1 (...picks all selected units that can build)

    -> Build button: Make visible (...this only runs if at least one object met the above conditions)

  • > What's wrong with using subevents under a for-each loop? It works fine...

    > ou are right, they do. I think the words in the guide will agree. It just points out to be careful and not get complicated with for each + sub-event.

    They're not necessarily complicated or dangerous at all. They work perfectly logically like you'd expect. I'm all in favour of people writing their own hints and tips, but it should

    • be correct and properly checked - for example random("n") is misleading because it does not take a string, it takes a number!
    • be written by someone well experienced who knows if something really is difficult/complicated, because in the case of subevents in for each loops, there really is nothing wrong with them and that kind of advice might mislead beginners.
  • The Mouse & Keyboard object has expressions to get the absolute mouse position.

  • No, there's several places you need to add code to support private variables. Search the Sprite object source for 'private'.

  • The runtime already supports changing to any resolution via events, and you can position things for any resolution using DisplayWidth and DisplayHeight expressions. What's wrong with that?

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  • What's wrong with using subevents under a for-each loop? It works fine...

  • Construct converts everything you import to lossless 32-bit PNG files, which doesn't affect the quality. When you run the game, DirectX loads the PNG files effectively as uncompressed BMP files, because textures cannot be compressed in VRAM. So the source file format affects neither the .cap file size nor the runtime speed or VRAM usage.

    How many sprites are you talking about? 100? 10,000? You could also check out the optimisation tips article.

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Ashley

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