Ashley's Forum Posts

  • I don't know. I just do

  • Download 0.96.3 now

    This build introduces full support for layer and display rotation, and a new physics engine. Also, there is new code to prevent the corruption of your .cap files; unfortunately, the bugs that cause saving to fail are not fixed, but Construct now verifies the data it generates is valid before writing it to disk. In theory, this means your .cap files will never be corrupted or lost, even if you lose the changes in one session. Save frequently to protect yourself from this and also make it easier to identify when the bug appears.

    Note: Save verification does not apply to autosaves in this build! I recommend you turn off autosaves to avoid any corruption.

    Here's the full log as usual:

    Behaviors

    • [FIX] Car movement: problems with turning at high framerates
    • [FIX] Tiled background: rendering when display rotated
    • [FIX] Mouse movement, selection box: positioning when display rotated
    • [FIX] Jitter in platform movement
    • [FIX] Crash in RTS movement when using layout object
    • [FIX] 'On drop' triggering incorrectly for Drag & Drop
    • [CHANGE] Physics now uses the 'Box2D' engine, which unlike Newton is optimized for 2D. Preliminary tests show speed increases of up to 1000%, as well as the possibility of new features (such as custom shaped collision masks). This also fixes many previously reported physics bugs (spawning immovables, timescaling etc)

    Event Sheet Editor

    • [ADD] Cut (long overdue)
    • [ADD] Set/get layer angles in system object
    • [FIX] Ribbon icons for cut/copy/paste weren't working properly
    • [FIX] Problems copying and pasting actions/conditions (went to wrong events ocassionally)
    • [FIX] Crash editing actions which modify effects
    • [CHANGE] Overhauled the right click menu, adding numerous options and fixing old ones

    General

    • [ADD] New 'object bar', docked to the left of the editor. Shows all objects in the current layout. Double click in the event sheet editor to insert a condition for an object
    • [ADD] 'Family overview', a dialog to view, remove and add objects to families in an application. Located in the 'Project' tab
    • [FIX] Family bug causing crashes on export
    • [FIX] Family behavior expressions (Family[Movement].blah...) now validate and work correctly
    • [FIX] Memory leaks when closing applications in IDE
    • [FIX] Frame times for animations are now treated as floats (e.g. 0.5 = half the normal time of a frame)
    • [FIX] Scrollbar on property grid now always scrolled to top
    • [FIX] Resources not being exported correctly (caused DirectSound to always play the last one)
    • [CHANGE] Added some new options to the right click menus on the Project Bar
    • [CHANGE] Set Animation now has no effect if the current animation is the same as the one about to be set
    • [CHANGE] Whenever you save your application, Construct now verifies the file format saved to disk is valid. This should prevent Construct from silently saving corrupt backups during a session: if a problem occurred, you are prompted and the changes are NOT saved to disk, so your CAP file is at least not corrupted. The save bugs are extremely difficult to track down, so it is important as soon as this happens, you make a note of what you were doing in Construct, and let us know on the forums.

    Plugins

    • [ADD] New common actions, conditions and expressions: Set position, move at angle, pick by comparison, pick by evaluate, get Z index, pick topmost/bottommost
    • [FIX] Crash in IDE when using 3D Box in fullscreen preview
    • [FIX] Canvas: size in layout editor not taking effect at runtime
    • [FIX] Canvas: sometimes turning invisible in scrolling applications
    • [FIX] Crash in Array using quicksave/quickload

    Runtime

    • [FIX] 'Set display angle': Effects were not displaying, and issues with bounded-scrolling layouts
    • [FIX] "Error unpacking resources" in Application-runtime EXEs on Vista
    • [FIX] Crash with multiple families with movements
    • [FIX] Crash using OR with behavior conditions
    • [FIX] Debugger crash using right-click/add to watch on a global variable
    • [FIX] Z order now preserved by quicksave/quickload; other save/load crash fixes
    • [FIX] Crash using 'For Each' with a family with behaviors
    • [FIX] Runtime crash with families after objects deleted
  • The jitter is fixed in the next build which is on its way...

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  • What's a userbar for?

  • When you select the image point tool, the toolbar changes to a combo box and a + button. Click the + button.

  • If anybody has any evidence who is behind this attack, please contact me immediately at so the proper steps can be taken.

  • Can you explain the problem more comprehensively? Screenshots and .cap files might help.

    The colour filter is a tint. A white filter means original colours: no tinting is applied.

  • Construct will remain open source past 1.0.

  • Yeah, you can pretty much code anything with events. If you're planning a project that large though, you might want to wait until the 1.0 release.

  • You should be able to do just fine without Python using the built in events sytem. I'd get started with the Ghost Shooter tutorial in the Learn section to get you familiar with events.

  • Not sure what you're getting at here, but the Function object has a "Call function after delay" action. So if you want to play a sound 2 seconds after you press spacebar, you can call function "play sound" after 2000ms. And you definitely don't want to wait a number of ticks, otherwise your game becomes framerate dependent.

  • Oops, fixed in the next build.

  • Physics is timedelta already? But I can't seem to slow it down with timescaling

    That's been fixed in the next build.

    I think you should post a .cap so everyone can see whats going on.

  • Set motion blur off in application properties, and then on start of layout, if motion blur is supported, turn it on.

    Ideally though you should provide an in-game option to turn it off even if it's supported, because it can slow down old video cards a lot (5x motion blur means 5x as much rendering work is done).

  • So I know he's travelling around 10 .... 10 what? oranges?

    If you're using a built-in or timedelta-based movement, it's 10 pixels per second. I'm not sure the units of the physics engine.

    [quote:309y660d]Also I want to be able to use time delta with this physics movement

    Not necessary - the physics movement is already timedelta based.

    [quote:309y660d]I want to be able to set a maximum velocity on this sucker, so far i'm finding it hard to do

    In the event where you increase the speed, add a condition that checks if the speed is less than the maximum speed. Typically you'll have something like this:

    + Up arrow is pressed

    -> Add 1 to speed

    If you make it like this

    + Up arrow is pressed

    + Speed < 100

    -> Add 1 to speed

    then you can never exceed a speed of 100.