Construct 0.99.82 released (unstable)

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  • Download Construct 0.99.82 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.8) changelog

    We've patched some of the issues introduced in 0.99.8, and thrown in some extra fixes. Click through the links to previous build changelogs for all changes since earlier builds.

    Full changelog

    Behaviors

    [FIX] - Platform movement now handles platforms and moving platforms correctly. Should be much less buggy.

    [FIX] - Platform movement did not revert to default controls if the controls were deleted from application properties

    Plugins

    [FIX] - Pasting objects onto the canvas no longer leaks memory

    [FIX] - Plasma object no longer leaks memory

    [FIX] - 3d Box - Bounding box now calculates correctly and accounts for rotations etc.

    Event Editor

    [FIX] - No longer loses sub events.

    Family manager

    [FIX] - Could select multiple objects but that had no effect, so set to single selection.

    Runtime

    [FIX] - 3d enabled layers with 'force own texture' no longer lose elements that are elivated above z=0

    [FIX] - Bounding boxes of elevated 3d graphics are calculated correctly.

    [FIX] - Crash with unloading textures action (affected Canvas)

  • WhaaaaAAA...?

    You crazy kids with your surprise builds

    Edit:

    Event Editor

    [FIX] - No longer loses sub events.

    Do you mean when copying and pasting from .cap to .cap? Just clarifying...

  • That's Davo's fix, I think it means repairing a bug in 0.99.8 where dragging an event with subevents lost the subevents... is there a similar problem with copy paste? Does that lose subevents as well?

  • Yeah, there was, but he had fixed it in a build that he released in chat. I'm installing 99.82 now, I guess I'll see if it made it in, and if it's there the, uh, I guess that's the one he meant. Or maybe both? Or neither?

    I don't know what's going on!

    Edit:

    Yes, you can now copy and paste events with sub-events from one .cap to another. And moving an event with a sub-event seems fine too... though I never noticed a problem with that before.

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  • Moving an event with the system - compare value condition deletes the condition from the event. Posting to the tracker.

  • Moving an event with the system - compare value condition deletes the condition from the event. Posting to the tracker.

    No it doesn't. You just have to make sure that the values you're comparing belong to objects or globals that exist in the new .cap. It won't auto-create things for you.

    Unless I'm missing something, but I was able to copy both a System: Compare and a System: Compare Global Variable event just fine.

  • Sorry, should have been more thorough. Turns out it's specific - it doesn't happen by itself, but if comparing the speed of an object with custom movement, it does. The .cap's on the tracker, if you want to test it. https://sourceforge.net/tracker/?func=d ... id=1003219

    Awesome with the fast updates! Looking forward to 1.0!

  • Fast update to new build. Nice

  • Lol. Nice work!

  • Nice work guys! Cant wait to try this version out.

  • I hate to be the one to do this, but effects are completely broken now.

    Thing is, they were working at first, so I really don't know what happened. I've rebooted, reinstalled etc. and so on. They partially work when on the same layer, otherwise they do nothing (with force texture on or off).

    Examples

    Download #1

    Download #2

    Download #3

    As you'll see, the effects appear to be disabled and in some cases sprites vanishing entirely.

    Also had this error appear out of the blue the once.

    <img src="http://steamgauge.com/misc/construct/effecterror.jpg">

    Thing is, it was working before I went to sleep, then waking up, it suddenly wasn't. Nothing was changed between then and now. Hardware all seems fine, no trouble running other things requiring DirectX.

    It's a weird one is this. Now it SORTA seems like it's working again.. a little bit. I dunno, something doesn't seem right and I can't put my finger on what's really going on.

    Attempting to clone an object with an effect on crashes construct

    Creating a sprite with magnify and wave effects, creates a larger box outside the sprite and doubles the effect (an example I was making before it crashed on me, had a 3D box under it, appearing with a copy of the 3D box on top of it, even though only one 3D box existed).

    Download #4

    I can't report this on the tracker, apart from the usual not being able to sign up on sourceforge, I don't even know what I'm reporting or what sort of thing is going on besides it not working in some strange way.

    Also using faded brushes in the sprite image editor seems to cause a weird look to the edges, like painting with wet ink or water colors, when it would have otherwise been smooth like the Photoshop airbrush.

    <img src="http://steamgauge.com/misc/construct/ieditorbug1.jpg">

    <img src="http://steamgauge.com/misc/construct/ieditorbug2.jpg">

    -

    Also, 3D boxes don't become visible if placed outside the initial window area

    Download #5

  • Platforming works great! But now some parts of my game work completely differently and i don't really know why. It might be the way i coded(evented?) things, though. Kinda hard to tell.

  • Platforming works great! But now some parts of my game work completely differently and i don't really know why. It might be the way i coded(evented?) things, though. Kinda hard to tell.

    What parts are different?

  • The aliens in GUYMAN HERO face the proper direction, but now they run backwards. Here's a snippet of events which i think are the culprit:

    <img src="http://dl.dropbox.com/u/1289061/Pics/guyman_coding_weirdness.png">

    I have a family called "actor" which the aliens and other platforming enemies are a part of so i can just set their "move" variable to 1 or -1 depending on which way i want them to go. They also have a "xspeed" variable so i can control their movements a little more accurately. This bunch of events worked fine in 99.7, but now if "xspeed" is negative, they move as if "xspeed" were positive.

    Maybe it's more family issues?

  • [FIX] - Bounding boxes of elevated 3d graphics are calculated correctly.

    WOOOO!

    the z sprites don't disappear anymore

    you guys rock!

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