Ashley's Forum Posts

  • The alpha early-adopter licenses are marked down considerably to reflect the fact it's an early stage. Also, I repeat the point: assuming we release regularly enough, which we plan on doing, testers get to use the fully-featured software indefinitely for free. What more can we do? Should we pay them to test it for us when we have no money?? I can't see what more we could offer or do for our users. Obviously the transition to free + open source to closed and licensed is a painful one. But I think we've gone out of our way to offer good deals despite this. Can you describe what's unfair about the deal so far and what would be a fairer deal?

  • On another note, will testers be able to sell games made with the most current release?

    I think the test builds should not be for commercial use - testing purposes only. I think it's fair if you sell a game, you buy a license first.

    Since you're working on movement actions, would it be possible to add bezier movements, which could be run in a queue?

    That's probably something for a behaviour to do - these are super-basic primitives that are very often useful for a wide array of uses.

  • Yep, HTML5 has web storage so you can make save games.

  • Wolf, it's aimed at time-limited test editions like buddy40 described. IMO testers actually get a pretty sweet deal in that they don't need a license provided they're willing to stick to the bleeding-edge test builds. I suppose the alternative is we only offer test builds to license holders - then we get less testing done, which could affect stability - it's an option to consider, though. Maybe later when we actually have some license holders.

    newt: woops, dammit, too many things changing too quick...

  • Download Construct 2 public preview 31

    Link to release 30

    This build has a few new extra actions & conditions, the instance variable type change, and bug fixes.

    It's also the first time-limited testing build. In anticipation of licensing Construct 2, we can't have free test builds that work forever, otherwise there's not much reason to buy a license. Builds for testing (checked builds) therefore last 42 days: the first 14 days you're left alone, and after that it puts in a caption bar on startup notifying you of the time remaining. After 42 days (7 weeks), the editor won't start up. Installing a future testing build will reset the time limit, so providing we release a new build every 7 weeks and you upgrade to that, we can keep testing builds running constantly (there's a good chance we'll keep that up). This does mean users can free-ride on testing builds, but on the other hand, testers provide a useful service to us in helping us create more stable software, so I guess it's OK. It should also be plenty of time to get thorough testing done.

    The demo (when we make one) will last 30 days from the first time you install it, so you can try it at your leisure. Test builds have a hard expiry date - i.e. if you wait 10 days before installing this test build, there will only be 32 days left before it expires.

    Note: this policy is subject to change at a later date! It should suffice for now, we may come up with a new way of running test builds in future.

    Changelog

    • [Change] First time-limited testing build in anticipation of introducing licensing.
    • [Add] Static checking is now also performed on actions and conditions (previously it only checked expressions). For example, entering 'Every -1 seconds' will give you an error in the parameters dialog. Only actions and conditions where there are definite invalid values do this. This should be a powerful addition for the future, when it is exposed through the SDK for plugin use as well.
    • [Add] New angle conditions: 'Is clockwise from' and 'Is within angle'; new angle actions: 'Rotate clockwise', 'Rotate counter-clockwise', 'Rotate toward angle', 'Rotate toward position', 'Set angle toward position'.
    • [Add] 'Move forward' common action under 'Size & Position' - move the object forwards X pixels at its current angle. Shortcut for 'Set position to Self.X + cos(Self.Angle) * X, Self.Y + sin(Self.Angle) * X'.
    • [Change] Instance variables now cannot change type, so you can't e.g. assign a string to a number variable at runtime (0.x had previously allowed this). As a result, instance variable expressions are type-checked in the editor, and the editor will reject setting a string to a number instance variable etc.
    • [Fix] Sprites can be copy-pasted between projects.
    • [Fix] Several runtime bugs with 'Go to layout'
    • [Fix] Double-quotes in object properties (e.g. string instance variables) caused assert fail
    • [Fix] System condition 'Compare Time' didn't work
    • [Fix] False-positive check failure deleting layout
    • [Fix] Project bar showed incorrect icons with two projects open
  • Javascript is possibly the worst named programming language ever. It's not Java.

  • Maybe I should qualify that with "best event-based/non-programming game creator in the world"

  • With C2, we're aiming to build the best game creator in the world. We want it to be the fastest, easiest to use and most powerful of all of them. That's why I think you'd choose C2. We've still got a lot to do ahead of us though.

    Software of that quality takes a lot of time and dedication to create. C0.x was done as a part time project, which is part of the reason it didn't reach those goals as well as everyone had hoped. In an ideal world, we'd be able to both devote all our resources to C2 to make it the best quality program possible, and still give it away for free. Unfortunately we have bills to pay! Either we don't spend that much time on it and don't reach those goals, or we take the plunge and go full time on it, in which case free software just doesn't make economic sense.

    As Arima said it's not time limited, it lasts forever, and you get upgrades for a certain time. I think the pricing of the proposed licensing model still makes it a good deal for everyone.

  • If you press 'Ignore', does it work correctly? On some occasions check failures are a bit overzealous and fire unnecessarily. I think this might be one of those cases.

  • Nothing, I'm just running your example with all files extracted.

  • Woops Will get on that...

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  • I installed both those, and now it crashes after a few seconds after I launch it still without showing anything. I'm running it on my Win7 laptop, are you supposed to move it to an XBox first? (I don't have one so I can't run it at all if so! )

  • Can you specify when you're asking about C2? It's confusing to tell what you're talking about otherwise - the 0.x .cap format is completely different to the C2 .capx/.caproj formats.

    If you have any more questions just ask - it should be fairly straightforward though. Note the format is designed to suit the architecture of C2, so it might not be totally convenient for your own purposes.

  • Why not just "XNA runtime for Construct 2"?

    I'll try again with those things installed... you should be aware requiring anything at all to be installed before running the game will make a lot of people not bother, as we found with the D3DX setup.

  • I can't get it to run, I installed this but running it doesn't show any window or errors, just a ConstructX.exe process that remains for a few seconds then exits.

    So, is this based on the Construct 2 file format then? Your post makes it sound like a 0.x thing! Still, cool project if it works out!