Ashley's Forum Posts

  • It's good idea to get some of Cons2 closed source and still be clean when it comes to CT issues.

    What CT issues? And what difference would being closed source make to that??

  • Hi all,

    Thinking more along the lines of moneymaking, I think the HTML5 exporter should be close-sourced. The code all went up on SourceForge when the preview went public, but I think it should be taken back off. Here's why:

    As you know we're still winging it as hobbyists but we like where this is going and would love it if we could go full time and make some money off it. That's good for the community too, because it means we can work fulltime on improving Construct 2, rather than the irregular patches everyone's used to.

    Corporations and businesses are a really good place to go to make money - they have lots of it and regularly license software site-wide anyway. The problem with fully open source software is it makes it impossible to sell to businesses. Even if we tried to charge, the open source licenses mean they could just get one of their employees to spend half an hour building it themselves, then they've got a copy they can legally use.

    If we close-source the HTML5 exporter, we can make sales to businesses. If we did this, there would definitely be two licenses: an indie dev/personal use license, which would either be pay-what-you-want or really cheap so you guys don't lose out (I'm siding with pay-what-you-want), and the business/commercial/site license, where we make the moolah. (Obviously the code as it is now is up there but it's still in alpha stage, and after a few months of development we'd be way ahead anyway.)

    The editor can stay open source GPL - there's no need to close source it - but without any exporters it's just an empty shell that does nothing. However, that leaves the door open to more third-party exporters that could also be free, so there's still all the main advantages of open source. So in future there could also be a totally-free edition if somebody made another free exporter. It's only the HTML5 exporter component which would be closed source.

    How does this sound? IMO, it's a win for everyone. You get a better product and we get to make some money.

    Please don't go round saying we are definitely going to go closed source and start charging money! This is just an idea under consideration right now. Let me know what you think.

  • It works like this:

    <some condition> ? <what to return if condition true> : <what to return if condition false>

    So you can put conditions directly in expressions. For example:

    + Sprite X < 100

    Set text to "Left"

    + Sprite X >= 100

    Set text to "Right"

    is equivalent to

    + Every tick

    Set text to Sprite.X < 100 ? "Left" : "Right"

  • ...yep... you'd just put -100 as the start, 0 as the end, 5 as the step...

  • Download Construct 0.99.97

    Link to previous build (0.99.96) changelog

    Some bug fixes and changes made by Davo and R0J0Hound (their credit - I'm just publishing this release). Note I've set up a new computer since last building Construct 0.x - something may have gone awry as a result, so let me know if everything's working smoothly.

    Changelog

    Editor

    • [Fix] Kind of an internal fix: when removing private variables the family variables were not removed. This should prevent out of order family private variables and runtime crashes in the future, but it does not correct existing caps.(Rojohound)
    • [Add] The object bar now has the option to organize by object folders. (Rojohound)

    Animation Bar

    • [Fix] The animation bar would sometimes crash when dragging animations. (Rojohound)
    • [Fix] Fix for crash when clicking in the animator bar with multiple objects selected. (Rojohound)

    Runtime

    • [Fix] The top/left icon of the window now shows the correct icon. (Rojohound)
    • [Fix] Negative width/height pixel perfect collision bug fix. (Rojohound)
    • [Fix] Fixed a crash that could occur in the runtime when an object had multiple behaviours or containers. (Davo)
    • [Fix/Add] The Remove Attribute Action now works. (Rojohound)

    Plugins & behaviors

    • [Fix] Particle Spray can now be created then repositioned in the first frame without a trail being made (Davo)
    • [Add] Platform movement now has a new actions and expressions for 'local speed' so the values of speed will be the same with different gravity directions. (Davo)
    • [Add Platform movement now has 'additional velocity' which you can set to make the player move in the wind or along a conveyor belt (Davo)
    • [Add] Platform movement now has a 'inside obstacle' condition trigger - but this will sometimes trigger when you land on a moving platform so its still a wip (Davo)
    • [Fix] If you hold down the jump button, and then create an object with platform movement, the character would jump - this has been fixed. (Davo)

    Python

    • [Fix] The runtime will no longer crash if "Enable scripting" is checked and python scripts aren't used. (Rojohound)

    Effects

    • [Fix] Subtract.Fx now works correctly. (Rojohound)
  • This should all be doable with an extra 'step' parameter, right?

    For 1 to 10 step 2, or for 100 to 10 step -5, and so on.

  • Yeah, uni's gonna be a bit mad for a bit, so I think I might take the break I mentioned last week (at least I can relax now there's a solid build out!)

  • No, Construct 0.x only runs on Windows desktop, sorry. You could try making a HTML5 game in the Construct 2 preview, though (don't know which smartphones have HTML5 compatible browsers though).

  • I think excanvas does that to simulate canvas in IE, but it runs at literally 2fps.

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  • R0J0 made a simple sound plugin. The editor doesn't have any support for importing sound files though - so you have to set up the sounds on the server yourself, and they don't play on preview. It's going to get done eventually, though.

  • Download Construct 2 public preview 28.4

    Link to release 28.3

    The crash on closing layout for some users should now be fixed. This was a really tough one which seems to have been something to do with OpenGL drivers - thanks to everyone in this thread for helping get it solved!

    Changelog

    • [FIX] Crash on closing layout
  • Oh, and...

    <img src="http://knowyourmeme.com/system/icons/1253/original/everything_went_better_than_expected.jpg?1257510959">

  • Changes are on SVN. Thanks everyone, that's great!

    I made one more shotgun change on the suspicion the entire window destroy event was fired twice - it's one of those things that shouldn't be possible, but it seems like that's what really fixed it! I guess some OpenGL drivers have some bug (or just work that way, I don't know) where the window got destroyed twice for some reason. Really weird. Well, it's fixed! will push out 28.4 asap!

  • No crash and no check failure?

    Can anyone else confirm?

  • OK, thanks for the stack traces everyone, looks like the same issue. I suspect this is an OpenGL driver issue which is why I can't reproduce it.

    There's a new diagnostic build here (previous links are dead now). The reason it crashed before was an unhandled exception being thrown from the renderer - I've changed this for asserts so you should see a check failure instead of a crash. If you get a check failure, paste it here, and click ignore - hopefully you can ignore it and it won't crash. If that seems reliable, I'll just turn off the checks. If it still crashes, a stack trace will be handy again.

    Thanks everyone, this is a really difficult bug, but we'll get to the bottom of it!