Ashley's Forum Posts

  • Just put a condition above it that decides when to run the loop. Because conditions are read in top-to-bottom order, if conditions above the for each loop are false, it won't reach the for each loop.

    In Porlo's case you'd actually want to do

    + Trigger once

    + For each ...

    Or maybe

    + Start of layout

    + For each ...

    (Putting trigger once below the loop has no effect, because things below the loop are repeated once for each iteration of the loop)

  • This is quite an old post, but the content is useful. I copied it to the wiki with some changes.

  • Download 0.98.2 now!

    It turns out our Christmas present 0.98 was rather problematic. This build (in theory) corrects all the problems 0.98 introduced. Hope you had a good holiday

    Fixes in 0.98.2:

    Plugins

    • [FIX] Common dialog: some triggers could crash

    General

    • [FIX] Deleting objects sometimes left empty families which caused crashes
    • [FIX] 'Add angle' in animator bar not working
    • [FIX] Edit/delete menu items mixed up in event sheet editor
    • [FIX] Old applications would not create a nonlayout layer; issues with ordering of layers corrected

    Changelog for 0.98:

    Behaviors

    • [ADD] New Grid Movement behavior, faciliates tile based RPG movements with ease
    • [ADD] New Bone Movement behavior (beta), allows you to use multiple objects as parts of a character or object, and handles positioning and animating of them
    • [ADD] New Sine Movement behavior, making an object sway back and forth, or hover up and down, or grow and shrink has never been easier!
    • [ADD] Ball movement: Compare speed
    • [ADD] Physics: apply spring force
    • [ADD] New platform attribute; Platform behavior now can jump through these platforms (note this attribute won't appear in old .cap files unless you manually add it; it's in newly made ones, though)
    • [ADD] Moving platform support to Platform behavior; if an object beneath the behavior moves, the sprite will move too
    • [FIX] Platform movement: conditions (like Is Falling) now work with different gravity directions
    • [FIX] Fade: 'Start' action can be used to run fade again once finished
    • [FIX] Car movement: pressing both left & right doesn't cause spin
    • [CHANGE] RTS movement: navigation algorithm tweaked to be more reliable. Less likely units will drive in to obstacles or drive over other units they're meant to avoid. Also units are now able to pathfind around units which are stopped.
    • [CHANGE] New behavior icons (thanks Soldjahboy!)

    Event sheet editor

    • [ADD] Footer to event groups
    • [ADD] 'New subevent' hover buttons when selecting an event
    • [FIX] The 'add event' buttons now work correctly and insert the event to the correct position always
    • [FIX] Problem with combo box parameters becoming 'error type 9'.
    • [FIX] Toggled sub-events would sometimes run
    • [FIX] Inserting comments within groups and sub-events
    • [CHANGE] Object parameters now use a popup dialog and button instead of inline lists
    • [CHANGE] Actions/conditions/expressions are now sorted
    • [CHANGE] Event Wizard is a little larger by default

    General

    • [ADD] New 'tag' property when animations are clicked. This allows animations to be tagged as common ones such as 'walking' or 'jumping'; behaviors will now take advantage of these and change animations for you where possible.
    • [ADD] Cut to Animator Bar
    • [ADD] If a binary resource is not found, you can now 'relink' the file instead of continuous errors when exporting
    • [FIX] Reordering layouts is now correct
    • [FIX] Crash when adding 3 of the same behavior to an object (infinite loop due to name lookup failing)
    • [FIX] Crash saving .cap files sometimes with invalid images
    • [FIX] Crash caused by case sensitivity of family private variables
    • [FIX] Cancelling 'add new angle' would crash
    • [FIX] Non-layout objects would get deleted sometimes when deleting layers
    • [FIX] Object bar now updated when layers are deleted
    • [FIX] The add layer buttons now add layers to the correct place
    • [FIX] Crash & memory leaks closing several applications; now more VRAM conservative with closing layout editors
    • [FIX] Running a fullscreen preview sometimes set the layout editor back to point sampling
    • [FIX] Error loading the first binary resource is hopefully resolves
    • [CHANGE] Application controls: new 'Disabled' option, eg. set 'Move up' to disabled. (If you have been trying to use a blank space for disabling, you have to change the control then change it back to disabled for it to work in existing .caps - the blank space wasn't originally intended for disabling)
    • [CHANGE] Redesigned the Add Behavior dialog; bigger, 32x32 icons and more information

    Picture editor

    • [FIX] Ctrl-A now selects the image, not the layout editor
    • [FIX] Scrollbars now display in the correct place
    • [CHANGE] Colour selector now reverts to your last tool after a colour is picked

    Plugins

    • [ADD] Add new 'write text' to Text object to easily do scrolling text
    • [ADD] 'Visible on startup' option to Text object
    • [ADD] Enable/disable to Button and Edit objects
    • [ADD] Mouse & Keyboard: 'On key released' condition
    • [ADD] Offsetting, scaling and angles to Tiled Background (where textures are power of two sized)
    • [FIX] Mouse & Keyboard: issues with focus (now focusing a control won't stop input; focusing another window will stop input)
    • [FIX] Box object: Box('variable') syntax not working
    • [FIX] Box object: opacity now returns 0-100 value like Sprite
    • [FIX] List box: save to file not working
    • [FIX] Function object: inline functions running always
    • [FIX] Dubious memory use that could crash plugins (should fix XAudio2)
    • [FIX] Particles object: no longer clips off edges when an effect used
    • [FIX] Common dialog: conditions to do with folder selector didn't work

    Runtime

    • [FIX] False positives/possible crash in collision detection engine
    • [FIX] Crash in 'For each ordered' with a family with movements
    • [FIX] 'For each ordered' not picking the right objects with families
    • [FIX] Instability in some events involving both containers and family behviors
    • [FIX] Motion blur
    • [FIX] Issues with scroll boundaries when zoomed out
    • [FIX] Crash could occur calling an expression with no existing instances
    • [FIX] Crash using save/load with containers
    • [FIX] Crash saving on the same tick an object is created

    System Object

    • [ADD] Expression 'anglediff': get the angle difference between two angles, such that anglediff(90, 180) is 90 but anglediff(315, 45) is also 90
    • [ADD] Expression 'rotateangle': rotate angle towards angle
    • [ADD] Expression 'cosp': cosine interpolation
    • [ADD] Condition 'angle is clockwise of...': compare if an angle is nearest clockwise or anticlockwise to another angle.
    • [ADD] 'On load' system condition. Triggers when quickload or load from file has finished loading (can be used to display text eg. 'Loaded!').
    • [FIX] Round() now works with negative numbers
    • [FIX] GetRed(), GetGreen(), GetBlue(), RGB() accept non integer parameters
  • Actually, it's this: the bottom layer is displaying at the top in the current build. This is due to the layer indexing last minute fix having very unpredictable side effects! (Welcome to the software developer's world)

    Leave things be for now, or go back to 0.97.7 - we'll have a 0.98.2 out soon, which hopefully will have everything sorted.

    Hopefully.

  • Eep, all layers are displayed backwards. LOL

    Looks like 0.98 is proving a bit problematic. Hold on a bit and we'll have a 0.98.2 out soon.

  • Positions are stored as floats, not integers, so the integer limit doesn't apply. The maximum limit a 32-bit float can store is about 340282347000000000000000000000000000000, but the precision gets less and less the closer you get to that limit. In other words, you'll run in to issues with floating point precision long before you hit that limit, but precisely when that's an issue remains to be answered. However, for all reasonable intents and purposes, you can go as far as you like.

  • OK folks, new build is uploaded which fixes edit/delete being the right way round and layer parameters now index from 1 again. Download again for these fixes - I think we're going to save the rest of the bug fixes for a 0.98.2 though.

  • Sorry to make you have to redo stuff in your tutorials Deadeye - hopefully it wont take long!

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  • Oh, by the way this won't happen if you reference layers by name instead of number. I'll put up a fixed 0.98 when I get the chance...

  • Go for it, there are also some nice looking things in the demos section.

  • Ah, looks like all layer parameters are off by 1, there were some changes to the 'non-layout' layer and this seems to have affected it. Hopefully fix coming soon... (it's Christmas day now though, so I may not be able to remove myself from family functions until 26/27th)

  • Fixed another bug, crash when adding an animation angle. Download again if you've gotten it before this message!

    (Give it 20 mins for mirrors to sync up if I've just posted this)

  • Please - keep all bug reports on the tracker! It's uselessy impossible to keep track of scattered bug reports on the forums and we need proper reproduction steps/cap files to efficiently deal with it - skip the forums - go straight to the tracker. Thanks!

    Just uploading a new build which fixes the add new angle crash!

  • I just found a bug. You can't get expressions from the platform behavior anymore. Whenever I try this:

    guy[Platform].VectorX

    It claims that the object doesn't have a platform behavior

    Hehe... there's the showstopper I was talking about. Uploaded a fixed version, same link. Give it half an hour or so from this message for it to propagate across the mirrors, then try again. Let me know if you get it working!

  • Merry Xmas!