Feature todo-list

New releases and general discussions.

Post » Sun Aug 24, 2008 1:20 am

Python modules are not handled very well right now. There is no way to tell Construct which modules should be used when test-driving your application, unless you first export an executable. But even then, after closing your project and re-opening it, you have to export an executable again, and tell it what modules to use again. This list of modules should be saved with your .cap, and you should be able to change it without exporting an executable. Otherwise, trying to use python becomes a painful experience.
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Post » Sun Aug 24, 2008 6:14 am

Don't forget to add set X/Y components for ball! ;)
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Post » Sun Aug 24, 2008 3:53 pm

Database object
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Post » Wed Aug 27, 2008 5:10 pm

random feature that could be useful. "Object Completely Overlapped by X". I know theres times I wish I could do this to detect things like ledges and the likes. I think it would be a much appreciated feature!
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Post » Wed Aug 27, 2008 6:16 pm

pick n random objects (like pick random object but pick n of them) - I spose you can use repeat loops or something so this prob isnt actually necessary, though I just thought of it and it might be nice.

would a "get position of collision" be possible, ie you imagine sprites A and B are both huge

on collision between A and B -> create EXPLOSION at (collisionx, collisiony), at the moment I don't know how to do this and make it not look stupid (if A and B are huge, and if they're irregular (ie not a circle) I can't do it well at all)
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Post » Wed Aug 27, 2008 7:34 pm

I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.
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Post » Wed Aug 27, 2008 8:32 pm

[quote="Drasa":2abjj5ku]I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.[/quote:2abjj5ku]
:(
Surely it could find the average position of the overlapping pixels? And only work with the "is overlapping" event which (I assume) keeps testing after first colliding pixel.

These picking problems definately need some addressing, I had a similar problem with collisions which ashley has kindly apparently fixed in the next build - though I can see it happening in other places too (such as this). I'm sure theres a way around that particular example, such as using a private variable and exploiting the fact that the newly created version will have the default value. Maybe there is a nicer way which doesnt use a value, I dunno.
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Post » Wed Aug 27, 2008 9:24 pm

Well, I used function object for workaround because it can be set to forget selected object list, but more control over picking would be definitely nice.

I think that overlapping stops at the first overlapping pixel too, but maybe Ashley can confirm this?
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Post » Wed Aug 27, 2008 11:13 pm

All collision testing in Construct is done by testing 64 pixels at a time in horizontal lines, and it stops on the first instance of touching pixels it finds. So it can't give the average point of collision - and it would be inaccurate up to 64 pixels on the X axis.

[quote="Drasa":1or8za79]Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.[/quote:1or8za79]
Can't you use subevents for this? Use two blank subevents (means the same as Always), and create an instance separately in each event, and set it to whichever angle you want.
Scirra Founder
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Post » Thu Aug 28, 2008 12:13 am

[quote="Ashley":2akaa3ag]All collision testing in Construct is done by testing 64 pixels at a time in horizontal lines, and it stops on the first instance of touching pixels it finds. So it can't give the average point of collision - and it would be inaccurate up to 64 pixels on the X axis.
[/quote:2akaa3ag]
ah alright :| , well I guess you'd have thought of a way if there was one. Was just a thought, not very important for me anyway, would've just made things look slightly nicer - and other people are usually a hell of a lot more concerned about that sort of thing than I am :)
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