Construct 0.98.4 released

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Line 98 classic windows game play, he game continues until the grid fills up and no more moves are possible
  • Download 0.98.4 now!

    This update provides a lot of bug fixes and a few new features (the usual, really). Please remember to post bugs to the tracker, unless there's something really serious which breaks this build, in which post it here in the thread and I'll see if we can fix it ASAP!

    Remember you can donate via the main page. All your donations mean a lot to us and thanks to everyone who's donated in the past. We also pay for upgrades to the Prof-UIS library from donations, so it does come back around.

    Anyways here's the changelog:

    Behaviors

    • [ADD] Drag & Drop: ability to limit dragging to one axis
    • [ADD] RTS: Get destination X/Y
    • [ADD] Platform: can disable down-falls-off-platform, new conditions for testing wall left/right/above
    • [FIX] Ball movement: 'Set angle' had no effect when 'Rotate object' enabled
    • [FIX] RTS movement: issuing a move action on Start of Layout crashed
    • [FIX] Platform: objects with the 'platform' attribute are no longer solid sideways

    Event sheet editor

    • [ADD] Draws lines to show indentation of subevents
    • [FIX] Crash using 'go to' when no include had been made
    • [FIX] Adding events by the ribbon now insert at the right place
    • [FIX] Adding stuff from the ribbon now unselects the previous selection and selects the new stuff
    • [FIX] Adding conditions by the ribbon and by the right click inserts at the right place
    • [FIX] Can no longer add sub events in stupid places like comments and includes (ribbon, right mouse popup, drag drop, hover buttons covered)
    • [FIX] Deleting events or groups without deleting their children will no longer cause the children to reverse. Also, it will make the animation gap that the events move smaller so the transistion wont mess up
    • [FIX] Crash running a project with a blank event sheet include

    General

    • [ADD] New 'No serialize' attribute. Objects with this attribute will not be saved or loaded at runtime by the save/load/quicksave/quickload actions. Useful for objects like XAudio2 playing music etc (You need to add this attribute manually in old .caps)
    • [ADD] 'No to all' when resource prompts occur, if they are missing
    • [ADD] Some (long overdue) window settings: minimize box, maximize box, caption, resizable.
    • [FIX] Reordering layouts now sets the changed status of applications to true
    • [FIX] Editing/adding/deleting any resource now sets the application status to changed
    • [FIX] Crash selecting 'go to url' in insert object dialog
    • [FIX] Crash resizing selections in the Picture editor
    • [CHANGE] Double clicking in the object bar opens the picture editor now
    • [CHANGE] Updated to new Prof-UIS 2.84
    • [CHANGE] Update checker now runs in a thread, should stop all lockups at start
    • [CHANGE] The Directsound object no longer appears in the Insert Object dialog. You can still open old .caps using the object, though. Use XAudio2 instead of Directsound.

    Layout editor

    • [ADD] Holding enter while left clicking selects the object under the selected object (allowing you to get to those hard to select items!)
    • [ADD] While dragging, pressing enter will paste the object onto the layout making it easier to make large amounts of objects
    • [FIX] Crash with pasting clones
    • [CHANGE] Right click wont change the selection in layout editor if you mouse is over a selected object

    Plugins

    • [ADD] Timeline object: significantly upgraded, effectively version 2
    • [ADD] XAudio2: Limiter (on by default). The limiter dynamically adjusts the volume so sound does not distort if you are playing a large number of samples at once. This substantially improves audio quality in this situation.
    • [ADD] Layout object: transparent & resize-to-fit options, can scroll independently
    • [ADD] Sprite: 'is overlapping at offset' condition. Can be used instead of 'detector' sprites.
    • [ADD] Sprite: 'resume animation' action, which plays but does not go back to first frame
    • [FIX] XAudio2: possible crash in playing samples
    • [FIX] XAudio2: crash playing music from resource twice with two instances
    • [FIX] Tiled background: 'set image scale' did not display all parameters in event sheet editor
    • [FIX] Plasma object: is now timedelta-compliant
    • [FIX] Crash in Bone movement
    • [FIX] Minimap: invalid texture reference when device reset

    Runtime

    • [ADD] System object: cubic interpolation expression (cubic())
    • [FIX] Collisions: bounding-box tested against per-pixel objects was not working
    • [FIX] Debugger-reported event numbers are now always correct
    • [FIX] Problems with incomplete containers in layout editor again
    • [FIX] Weirdly rendered display if the layout was smaller than the window, and mouse co-ordinates sometimes wrong in that case.
    • [FIX] 'Pick a random object' didn't work correctly with families
    • [CHANGE] Animations are now allowed to skip frames if they are faster than the framerate
    • [CHANGE] Passing a family to a create/spawn action now picks a random type in that family and creates that
    • [CHANGE] Debugger can now also identify the event sheet a crash originated from if it happened in an action, condition or expression.
    • [CHANGE] Window automatically centers itself in the screen on startup.
  • Awesome . The changelog looks nice... downloading now.

    ...unless there's something really serious which breaks this build, in which post it here in the thread and I'll see if I can fix it ASAP!

    Fingers crossed...

    Edit:

    Hey, my half-assed gear button is in this build

  • [quote:8ckof3px]- [ADD] Platform: ... new conditions for testing wall left/right/above

    Sorry for double-post... where are these conditions located?

  • They're conditions in the platform movement, which are reached by selecting the sprite with the movement while adding a new condition, and using the tab to pick Platform.

  • Ah, okay. I was slightly confused there for a second, let's just leave it at that

    So far it works good though . You guys are really looking for a way to get away from detectors, aren't you? Well you won't foil my plans... I'll find a use for them muahahahaa!

    Seriously though, I can't think of any use for them any more. I'm scrapping my detectors lesson and moving on to the next one. You have successfully rendered them obsolete, it seems.

  • Aw awesome! cant download it to the machine im at right now, will as soon as i can! oh and if i may ask, what does the new prof-uis thingy add?

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  • Did you fix the bone movement bug where it crashed when you added a new one?

  • I think i found a bug (maybe it's just me). My player object won't stay still. It just keeps playing the running animation. This problem occurs in Rich's bone/platform example also. Do I need to upload a .cap?

    It was working fine before the update.

  • I think i found a bug (maybe it's just me). My player object won't stay still. It just keeps playing the running animation. This problem occurs in Rich's bone/platform example also. Do I need to upload a .cap?

    I have a feeling that's not a bug... try posting your .cap in a Help/Tech thread.

  • > I think i found a bug (maybe it's just me). My player object won't stay still. It just keeps playing the running animation. This problem occurs in Rich's bone/platform example also. Do I need to upload a .cap?

    >

    I have a feeling that's not a bug... try posting your .cap in a Help/Tech thread.

    The problem is, it does it in Rich's bone movement example as well, so I'm guessing it's not something I'm doing. If you want to see if it does it to you just download Rich's bone movement example. I also uninstalled and reinstalled Construct 0.98.4.

  • [quote:7eou6ns8]The problem is, it does it in Rich's bone movement example as well, so I'm guessing it's not something I'm doing. If you want to see if it does it to you just download Rich's bone movement example. I also uninstalled and reinstalled Construct 0.98.4.

    Still, there's no way to tell for sure if it's a bug unless you post a .cap. And it sounds to me like it might be an events thing, because I have never had any problem (or heard of anyone else having any problem) with their animations not stopping. And if you're making the same mistake with bone animation that you are with the sprite animation then yeah, it could do the same thing.

    I'm not saying it's definitely your fault, it could very possibly be a bug... but the place to start is by describing what you're doing in the Help forum.

  • [quote:89iaj4a7]The problem is, it does it in Rich's bone movement example as well, so I'm guessing it's not something I'm doing. If you want to see if it does it to you just download Rich's bone movement example. I also uninstalled and reinstalled Construct 0.98.4.

    Still, there's no way to tell for sure if it's a bug unless you post a .cap. And it sounds to me like it might be an events thing, because I have never had any problem (or heard of anyone else having any problem) with their animations not stopping. And if you're making the same mistake with bone animation that you are with the sprite animation then yeah, it could do the same thing.

    I'm not saying it's definitely your fault, it could very possibly be a bug... but the place to start is by describing what you're doing in the Help forum.

    Thanks. I guess it would be okay to just post Rich's example, correct? His artwork's better than mine :p

  • Well, I just downloaded Rich's example again. You were right, it is stuck in the walk cycle. If I open it in 0.98.3 it works just fine.

    Sorry, I just used one of my own .caps to test to see if the animation was working, and since it was working fine I assumed there was something else wrong.

  • Are you talking about animations not working in sprites or in the bone movement?

  • Okay, I have a bug but I don't know if it's considered "game breaking" enough... the "Allow down button" checkbox for Platform behavior keeps checking itself after I uncheck it. I'll post to the tracker if you want.

    Edit: It's not serious, it just appears to be a cosmetic thing. You can still toggle the setting on and off. I'll upload to the tracker.

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