Beta versions are not as thoroughly tested as stable

Beta versions are not as thoroughly tested as stable

Beta branch

Construct 3 r401

Compatibility updates; new script APIs; bug fixes

23 July, 2024 ()

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Notes

This week's beta release brings mostly a batch of bug fixes, and some new scripting APIs and other updates for the Addon SDK v2. (Remember that the Addon SDK v2 now uses the same APIs as Construct's JavaScript coding feature, so updates for either benefit both.) The 'Pick Nth child' condition has also been updated to allow indexing in to just the children of the provided object type - for example you can separately pick index 0 and 1 of "leg" and "arm" child object types to identify all four limbs.

The last stable release fixed a bug which allowed using invalid names in projects, such as names starting with a space (which bizarrely Windows doesn't allow as a filename). Such changes can be extremely difficult to do in a backwards-compatible way, and it has been responsible for what we believe is a small number of projects failing to open in newer releases. In order to try to help with this we've made some further improvements in this release to either automatically correct the problem, or show a more helpful error message that also links to a new guide explaining how to work around the problem.

We also have a new example project 'Three cups'. Also note the Mobile Advert plugin has been updated to use up-to-date libraries, which hopefully will fix the warnings that Google Play started showing recently. Happy testing!

Please note: due to staff time off, there will be no beta release next week (July 29-August 2). The next beta release will be the following week (August 5-9).

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34
Launch r401

New Additions

10 favourites
Pick nth child: parameter to allow indexing in all children or only those of given object
9 favourites
New example 'Three cups'
9 favourites
Show better error message if failed to open project due to invalid folder names

Changes

10 favourites
Mobile Advert: update Google Mobile Ads SDK to Android v23.2.0, iOS v11.3.0

Bug Fixes

6 favourites
Improve ability to load projects with invalid names without showing error message
7 favourites
Event sheet view: possible crash reordering function parameters
5 favourites
'Debug layout' did not always work when multiple projects open
7 favourites
Text: Z elevated text objects did not always render correctly with 3D Camera
4 favourites
Work around Safari bug that prevented changing volume of music tracks
4 favourites
Runtime error using incomplete container on loader layout
4 favourites
Export stats showed wrong unminified script size (regression r400)

SDK updates

2 favourites
Ensure script interfaces initialized properly for instances created when loading savegame
3 favourites
Move SDK-specific script APIs to special runtime.sdk class
5 favourites
Add runtime.sdk method createLoopingConditionContext()

Scripting updates

6 favourites
Add IAudioObjectType isSilent, masterVolume, stopAll()
8 favourites
Add IRuntime signal(), waitForSignal()
8 favourites
Add IWorldInstance getHierarchyOpts()
9 favourites
Add IWorldInstance getMeshPoint()

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  • now this is the j

  • Can we please get "getMeshPoint()" for events too

  • three cups one dev

  • signal() and waitForSignal() Yay! Thanks!

  • there is a bug in 401 when I display the preview screen it just displays blank nothing

  • The mobile game runs without issues on version r397, but gets stuck on the loading screen in version r401. I'm having problems with the APK. Google Play is giving errors. In r397, when I install the game, there’s an error with the ad SDK and it doesn’t approve. In r401, there’s no ad error, but the game doesn’t open. I don’t know what to do.

  • For some reason sprites in this update are not visible in preview. Please fix it

  • please fix this error

    console.error: ["Error creating WebGL renderer: ",{}]

  • Hello!

    I have been testing compiling games in test ads mode to test the new update of the Mobile Advert plugin. The plugin seems to work well but only if Minify is not used in ADVANCED mode, in any of the other modes, both SIMPLE and NONE, it works perfectly in test mode.

    I wanted to notify this so that it doesn't happen to anyone else. I hope Ashley will clarify for us why we cannot compile with Advaced Minify and if this will continue to be the case. Thank you !

  • updated mobile advert plugin!!!