Wow, fantastic! Thanks.
[quote:c8bjufth]but it does not correct existing caps.(Rojohound)
What if I haven't used families yet?
If you have 1 sprite with a whole lot of frames and heaps of instances of that sprite, won't that use up a lot of VRAM?
I had to use a private variable to get it to work for me.
http://dl.dropbox.com/u/1024727/grassses.cap
Pretty sure Battlefield Bad Company 2 does.
lol
Slow on Firefox, 58 fps on Chrome.
Use hash object instead? I think it looks harder to read in notepad at least.
If someone ends up making an .exe desktop runtime, would they have to update it every time a new version of C2 is released?
I think I'll wait for the exe runtime thing too.
Really like the new UI, workflow should be nicer in this.
I wonder if in the in future you'll be able to add new .pngs into the textures folder, and they'll automatically become sprites?
What about people who were planning big games in Construct but weren't too far along? Should they continue it in 0.x or what? I'm also wondering if 0.x will really get bug fixes when needed and for how long.
I'm wondering about that too, I could probably just work on art assets for a year or two.
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It used an old email address, and I don't use "alspal" on any site anymore. So I thought I may as well make a new one.
Yeah I'm hoping most of the features from C1 will remain.
Member since 3 Feb, 2011