It should always point to the latest stable release
Navigating with the up/down arrow keys seem to show the autocomplete incorrectly. Is there any other situation you've noticed it?
Well it's kinda what it says on the tin. We made some changes to reduce how much memory ( RAM ) each instance of an Object uses ( copies of a Sprite for example ).
Most obvious thing this does it to reduce the overall amount of memory your game uses. The memory usage of instances isn't often an issue but it's nice to bring it down. In the benchmark this has increased the number of instances the runtime can process per frame before reaching the limits of your computer. We believe this is because having smaller instances improves data locality.
The "data warehouse" analogy the writer gives is a pretty excellent explanation I think, so hopefully non-technical devs can understand it.
Due to the nature of it the performance improvement will vary from computer to computer, so I'm not sure it's worth posting a % improvement.
At the moment we don't have any sample projects, but the preliminary docs give details on how to start adding JS to your projects. Details on interfacing with the runtime from JS are pretty much non existent at the moment, but we're working on it. Your probably fine to toy around with it for now, but might want to wait a couple of release before starting classes with it. Hopefully we will have fleshed the feature out a bit more and completed the essentials of the documentation by then.
Check out the issue here - github.com/Scirra/Construct-3-bugs/issues/2793
TL; DR: patch is written, pending release to fix
Fakero there was an issue with downloading addons from construct.net, it has now been resolved.
We can see it too, it's being looked into.
Aha spent the last couple of hours trying to remember the name for this, thanks for link. I've been looking at a prototype version and it's quite doable, but extends the API surface quite a bit. I don't think it's possible given the current behaviour to have both halves of the ratio above 1. So that limits the forms of the curve you can reproduce.
Mathematically the lissajous curve is the combination of harmonics, so you could create singular harmonics and chain them using the pin command. Just been experimenting with 2 objects:
- the first with a radius (100, 0) and a speed of 100
- the second orbiting the first with a radius (0, 100) and a speed of 200.
Then pasting the second object to a drawing canvas each frame. Gives a 2:1 lissajous curve. You can add more to the chain for more complicated iterations, and changing the speed ratio modifies the curve.
Interesting idea, I'd have to look into how well it would work. I expect that it will complicate things a bit.
For a length of 4 it accepts indexes 0, 1, 2, 3. 0 being the first value, so I'm not sure what you mean here. If the value is out of the range it does wrap around, so -1 will be the last value and 4 will be the first value.
Thanks, I'm glad you liked it! We don't impose any limitation on the size of the dictionary, so it's upper limit is the JS heap size. You could switch to using localstorage instead, which is likely slower but would increase the max size to available disk space and effectively "save" the world for players. There are also ways to store the data that is more space efficient ( binary instead of JSON, run length encoding, Huffman coding, etc. ).
The grass error is a bit of a pain, but it's quite minor. I haven't investigated fully, but if my best guess is correct then most fixes will have semi significant trade offs. Still, fixing it is a good exercise for the user!
That's good to hear, thanks for confirming. If there's any issues in the future just file a minimal bug on the tracker so that we're aware.
Awesome work, would be good to have it on the Addon Exchange if your happy to share it :)
The new first party plugin is designed to work the same as the web API developer.mozilla.org/en-US/docs/Web/API/Navigator/share so that we can use that in web exports. That API doesn't support anything more complicated than text and links at the moment unfortunately.
We may add new features in future but it's better introduce a minimal feature set at first and see how things need to evolve.
Please file an issue on our bug tracker so we can investigate properly, I can't see any obvious issues with the build service at the moment.
I plan to depreciate this plugin when the next stable release is published, as it is being replaced with an official version.
The ACEs are essentially the same, and it supports the C2 and C3 runtimes so porting should hopefully be painless. As it was effectively a third party plugin I never had much time to maintain this plugin, so this is probably the best thing that could happen to it.
Member since 8 Mar, 2016
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