Hello there Scirra friends I've been toying out with Construct since I've found it out (two days ago) and I'm facing a little problem.
Right now, I'm porting to Construct the core of my Sonic Worlds engine (made in MMF2) and I'm facing some troubles setting up some of the basic routines.
I manage collision detection by a serie of method summons to reposition sensors acordingly to the ground alignment, having each of them an specific method name, and a master one that I use for summoning them all at once.
At first, I've tryied to implement this by the use of functions, but stragently enough, when nested functions were called, the runtime wouldn't even get to create the game window, just quit without any sort of warning. However, I tryied to workaround this and go for the MMF way and use loops.
I've noticed, you've implemented a loop name recognition system for preventing recursive loops. However, due some sort of glitch, loop names aren't correctly recogniced, as the fact the error thrown by the runtime:
I have two differently named loops (called "Player_Sensors" and "Player_Sensors_Main", for example). Once I try to summon the Player_Sensors_Main loop from the Player_Sensors loop, it throws a recursive loop call error.
I would've tryied to look at the source code, but I don't know where the code that manages the loop statement is, or neither how the general engine works, so I'd be grateful if you could find out the problem
I'm pretty sure that if I get this done soon, it could help to grow Construct's fanbase for other people.
Also, I have two other questions, but not necessary to reply about them now.
[list:s25rdlgo][*:s25rdlgo]How do containers work?[/*:m:s25rdlgo][*:s25rdlgo]Isn't there any Movement SDK? Or the source code for the platform movement plugin?[/*:m:s25rdlgo][/list:u:s25rdlgo]
By the way,