Ashley's Forum Posts

  • Template.csx isn't included in this build. You're probably installing over the old directory. Just delete template.csx.

  • Hmm... that's a different bug where clicking a window control seems to stop keyboard input to the main window. If you use the mouse & keyboard object to change gravity direction, it works. I'll have to look at that other bug...

  • I remember testing it and it worked, could you post an example .cap?

  • Download 0.97.6 now

    There's a couple of new features we want to throw in for 0.98 which aren't ready just yet, so this is to get some of the bug fixes we've done out there. The new features in 0.98 will be the last new features we add before 1.0: after 0.98 we plan on being feature locked and just fixing bugs and clearing out the tracker for a solid, stable 1.0 release.

    Don't forget you can support the volunteer developers of Construct by donating via the button on the main page. Cheers

    Here's the full changelog:

    Event sheet editor

    • [ADD] 'Insert new comment' into event right click menu
    • [FIX] Editing event groups now correctly handles description
    • [FIX] Object parameters and Object Panel now only show global & layout objects (used to show non-global objects from different layouts, which clogged up the list)
    • [FIX] Actions/conditions can no longer be inserted where private variables have not been picked
    • [CHANGE] Comment colour is now more friendly

    General

    • [FIX] Variables with blank names can no longer be added
    • [FIX] Project bar now updated after using the manage event sheets dialog
    • [FIX] Animation's repeat to property is now saved
    • [FIX] Selecting a layout's event sheet sometimes picked the wrong event sheet
    • [FIX] Moving objects in layout with up/down/left/right arrows updates properties bar X and Y
    • [FIX] Loaded and unchanged applications, or brand new unchanged applications, prompted to save on exit
    • [CHANGE] Better reporting of missing plugins. If you open a .cap file with missing plugins you are shown a list of all missing plugins and their filenames (previously only first one was reported).
    • [CHANGE] Better reporting of errors and problems when using dialogs, and added some tips when dialogs are first used

    Layout editor

    Picture editor

    • [FIX] Crash pressing ctrl+left/right

    Plugins

    • [ADD] XAudio2 (beta)
    • [ADD] Particle spray: initial speed randomiser
    • [ADD] Tiled background: load texture from file at runtime
    • [FIX] Sprite: mesh distortion with uneven rows/cols
    • [FIX] Particle spray: initial display angle randomiser
    • [FIX] Sprite: Animations no longer get stuck if an animation doesn't loop
    • [FIX] Canvas: crash after running fullscreen application
    • [FIX] Tiled background: seaming when scrolling. This reverts an earlier fix, that semitransparent tiled backgrounds sometimes show seams. There is no solution for this. You must use a power-of-two texture for perfect seamless tiled backgrounds.

    Runtime

    • [FIX] Game doesn't pause while dragging window (finally!)
    • [FIX] Scrolling was bounds-checked on rendering but not on retrieving coordinates. Fixes issues with collision detection when near edge of layout.
    • [FIX] 'FPS in caption' disabled in fullscreen preview (prevents titlebar flickering)
  • Event 8 refers to PlayerCharacter[Platform].Speed/20 in a Set Animation Speed action. When you remove the movement, this expression becomes invalid. If you switch back to the event sheet editor, it realises it's invalid and deletes the action. Then, running it works fine. However if you run it without switching it to the event sheet editor, it doesn't check it's still valid, and crashes in the export. That's obviously a bug, but for now you can just delete the action or remove the behavior and switch to the event sheet editor before running.

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  • Yeah, read up on the TimeDelta article. Motion blur works by actually boosting the framerate and drawing, say, 5 screens (for 5x) and merging them each time the screen is updated. So instead of events running maybe 75fps normally, with 5x motion blur it could be 375fps. In this case you have no choice but to use TimeDelta.

    I don't think anyone appreciates how important it is! Use TimeDelta! (/goes to put it in sig...)

  • When you save with quicksave or save to file, it should save everything. If it doesn't save object variables, that's a bug. If you can save and then load and it doesn't come back exactly as it was saved, that's a bug.

  • Is it on the tracker? Have a look at how to post bug reports.

  • Can you post an example .cap of this happening?

  • Nice bit of maths

  • You could store the angle fired at in one of the fired sprites so moving the mouse wouldn't affect it. Also, 'Every 1 ticks' means the same as 'Always'.

  • Woah, that's pretty crazy deadeye. I think its broken for you. Do you get a low framerate?

    Motion blur here just looks like a softening of the edges. Motion blur works best when things move really fast. I'm not sure slow-scrolling games like platformers benefit much from motion blur - it does just seem to make sharp graphics look blurry. Games like the rain demo benefit from motion blur - if you move the mouse really fast, there really is a BIG difference between having motion blur on and off. I think you do have to be careful with it though. It is a very resource-consuming way to make your game look blurry (5x motion blur = 5x as much work for the GPU!)

  • Try running through the Ghost Shooter tutorial on the learn page. It should teach you the basics and get you going.

    Also, the translation engine isn't finished yet. You won't be able to fully translate everything!

  • Well, the description for Speed is "Bullet speed, in pixels per second. This is the pixels step for instant hit mode.".

  • If you click inside the window, does it start working again? Set Focus Off might set focus off the main window too, so it would stop receiving keyboard messages.