Beta versions are not as thoroughly tested as stable

Beta versions are not as thoroughly tested as stable

Beta branch

Construct 3 r132

New Z elevation feature! Plus new template, performance improvements and more.

07 January, 2019 ()
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Notes

Happy new year! We're pleased to be able to release the first beta release of 2019 to kick off a new release cycle. We're starting off by launching the new Z elevation feature, which lets you move objects up and down on the Z axis for some real 3D-style effects. In case you missed it, we've included the teaser video we previously posted about it with this release - and everything shown in the video is now available in this release! You'll also be able to find new conditions, actions and expressions to control Z elevation of layers and objects individually at runtime. Note as with all new features going forward, this is only available with the new C3 runtime.

In addition to that there's a new 'Monk fight' template by @Kyatric that demonstrates a beat-em-up style game. We also have made a range of improvements to the spritesheeting system in Construct 3 aimed at reducing memory usage. This includes a new Max spritesheet size project setting that gives you more control over memory use (with smaller sizes) or efficiency (with larger sizes).

There's a ton of other changes in there too, so check out the changelog for the full details. Note this is the first beta release after a stable release, and we normally save all our biggest changes for the beginning of a release cycle to ensure it gets the longest possible time on the beta channel for testing. So please be aware there may be new issues introduced. As ever if you notice anything amiss, please let us know by filing a bug!

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4
Launch r132

New Features

37 favourites
Z elevation - move objects and layers in 3D on the Z axis!

New Additions

12 favourites
New 'Monk fight' beat-em-up style template
18 favourites
'Max spritesheet size' project setting, allowing customising the tradeoff between lower memory usage (smaller sizes) or better performance (larger sizes)
9 favourites
Data editor: menu options for resizing one or all rows/columns
11 favourites
Data editor: persist row and column size for project file until end of session

Changes

2 favourites
The preview window caption no longer includes "(C3 runtime)" when using the C3 runtime, and instead now says "(Legacy C2 runtime)" when using the C2 runtime
9 favourites
C3 runtime: remove 'Clear background' setting, since the runtime now automatically clears in the optimal way
17 favourites
C3 runtime: replace "point" and "linear" sampling modes with "nearest" (formerly "point"), "bilinear" (new option), and "trilinear" (formerly "linear"). Bilinear is faster if the extra quality isn't needed.

Bug Fixes

5 favourites
C3 runtime: possible crash when destroying objects
5 favourites
C3 runtime: Dictionary returned 0 instead of empty string
4 favourites
C3 runtime: one-shot particles using objects could create too many instances
4 favourites
C3 runtime: crash setting particles properties to NaN
5 favourites
C3 runtime: Mobile Advert error message expression sometimes returning a blank string instead of error message
5 favourites
C3 runtime: Mobile Advert 'Set user personalisation' action not working
4 favourites
Drawing canvas: issues pasting a canvas in to another canvas
3 favourites
Drawing canvas: crash setting zero/negative size
4 favourites
Tween Behaviour: Crash on "on finished" condition, if the target instance is in different families
4 favourites
Advanced Random: fixed artifacts when sampling negative positions
4 favourites
Hang drawing tilemap with scale 0
4 favourites
Sprite 'Set solid collision filter' action incorrectly shown in C2 runtime
4 favourites
Crash using window context menu options while loading a popup window
5 favourites
Layout event sheet property now sorted by name instead of order added
3 favourites
Data editor: cell data being swapped when undoing a reduction in size
4 favourites
Data editor: cancel current selection when resizing to prevent possible invalid selection
5 favourites
Desktop build: changes to ensure very large projects can still open successfully
5 favourites
Possible issue importing C2 projects with unusual event sheet names

Performance Improvements

12 favourites
Optimise object grouping on spritesheets according to their usage across layouts, which should reduce memory usage
12 favourites
Avoid placing both very large and very small images on the same spritesheet, avoiding the case where loading a small image ends up loading a large unused image
11 favourites
Optimise time spent building spritesheets for extreme cases (e.g. thousands of frames in one sprite)
12 favourites
C3 runtime: improve performance when rendering lots of similar objects

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  • Amazing update!

    Would be nice if we could modify the sampling mode using a system action in the future as well.

    This would make it possible to include ingame settings for "graphics quality" as an example of use.

      • [-] [+]
      • 1
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 1 points
      • (7 children)

      This is actually very difficult to do, because in WebGL 1 samplers and textures aren't separated, so you have to specify the sampler when loading the texture.

      • Let the action check if the device is running WebGL 2. If not, don't do any changes to the sampling mode and return an error message in the browser console?

        Another option could be applying the setting on a layout change and forcing a complete reload I guess?

        I'm not sure if that's something you'd like to implement though.

        Load more comments (6 replies)
    • Truly. Also, if we could make a percentage of the GFX Quality we want to set, that would be great too.

      By changing the resolution or canvas size of the game.

      Thanks a lot.

  • As I have understood from the video, Z elevation doesn't alter collisions, so even if I elevate a sprite 10000 pixels, it will still be colliding with another without Z elevation, right?

    May this be a prev step for at least tilemaps on the Z axis or 'vertical/lateral' array sheets (sliced on the Y layer/axis or the X layer/axis) as per the pivoting tables from excel? That way real 3D arrays would be possible, like a Rubbick Cube, where you can separate the array by watching sheets from any perspective (X or Y, as well as current Z only)

  • AMAZING set up updates and fixes! My current game, The Getaway, is going to be using TONS of sprites as it's set in a large cityscape. So max spreadsheet size options will help greatly.

  • Yay! This is a wonderful surprise!

  • Thank you very much!

  • Export not working.

  • Awesome Update, keep it up Scirra Team 👍

  • In this version, the debug apk files do not work. Please correct this.

  • Tween behavior doesn't work in this version...

  • Awesome!!!!

  • Load more comments (16 replies)