Ashley's Forum Posts

  • Yeah, I don't know what caused the profiles thing.

    As for PMs, there's a quirk. I assume the number after the PM link is meant to be how many unread PMs you have, but mine is always stuck on "PM [0]" no matter how many unread PMs I have...

    If you send someone a PM it goes in your Outbox. When they read it, it's moved to your Sent box. So the above quirk probably means not everyone is reading their PMs, which might mean your PM is left in the outbox...

  • Haha, it'd be funny if somebody used one on this forum... just in case you couldnt figure it out why they were here

    Oh, and bonus points if you make your userbar link to scirra.com.

  • The board is set to use an activation email. Are you sure you can log in without activating?

  • [quote:e4pkw2m3]- [FIX] Crash with multiple families with movements

    Does movements mean behaviors?

    Yeah - hopefully families with behaviors work OK now. And I do believe Box2D has an unlimited world size!

  • 'Pick by evaluate' checks the expression for every object, and picks it if the expression is not zero.

    You can use the OR and AND expression operators to do advanced picking, for example:

    Pick by evaluate (Sprite.X < 500) AND (Sprite.Y < 500 OR Sprite('Flag') = 1)

  • Is the "button" object locked to the top layer?

    Yes - it's a window control, and like edit boxes, list boxes and so on, these cannot be layered and are always on top. That's how Windows draws them.

    If you're making a game I'd recommend using Sprites for buttons - the window controls are intended for applications, precisely because they have these layering limitations.

  • These are all ideas originally planned to add to the object bar - but many didn't make it to this build. Eventually the object bar will completely replace the object list in the layers bar. Rest assured we'll get there eventually!

  • it doesnt seem to verify saves made with the autosave feature

    Ah - I just checked and it's true - autosaves aren't verified. In this build, to ensure your saves are verified, turn off autosave. However, I can't reproduce any crashes with autosave - this build didnt actually change any of the autosave code. I'll get autosaves verified in an update which should be only a day or two, because it's important!

    I'LL GIVE YOU A BIG KISS!

    Don't forget the other guys. I can only take credit for about a third of this!

  • OK folks - download it again if you have downloaded it before reading this. Same link as before. That'll teach me to fiddle with important things The behavior named 'Box2D' is also removed in this update: to reiterate, the 'Physics' behavior now uses the Box2D engine instead of Newton physics. There is no longer a Newton powered Physics engine in Construct.

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  • Woops. Going to patch this one up quickly, watch this space.

    Oh, and there is no old Newton physics engine. The 'Physics' behavior uses the Box2D engine and its designed to be backwards compatible - I'm not sure where the Box2D behavior came from!

  • Yeah, did I mention it's good to have you back? I'm sure I did

  • 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...

  • What's a userbar for?