No offense intended, but the whole appeal of Construct is being intuitive and requiring no coding at all. If I want to do the typing, there are far more performance-friendly and powerful options out there... Even purely for 2d, such as Godot.
In that term, I think GameMaker succeeds far more at being the in-betweener of both worlds, due to its wider range of available professional-grade tools on its belt.
All in all, I think what's best about construct is its practicality and 0-prog knowledge required in order to make small arcade-like and/or retro games, not otherwise.
not asking for it to be "fixed" tho. Just curious if u knew/remembered changing some aspect about it. Seems like it might have been some time tho (didn't work on my project for the last 2-3 months, to that explains).
Don't know about the practicality of it, but maybe construct could have some (IDE-like) notifications on events/expressions that had their logic messed with (such as the OR modifier, some time ago). Much like the 'deprecated' terms on languages in general.
the workaround I found was to create a local number and set it (before the "wait" event) to the current loopindex. So it can be recalled later as the 'old' loop index.
hmmm, understood. Not a complaint tho. The new logic seems to be more correct (since the loop should technically only lasts for like 1 tick or something; so the "loopindex" variable should indeed not be recallable past that).
Actually tried to test it on some older releases but I've had already saved it in a recent one (so couldn't 'reverse' it back... I know I can edit the file, but that usually breaks something). Although it worked correctly in a build (exported) from some months ago.
Just found it strange that I (afaik) didn't find it in any of the recent changelogs. Maybe it (if can be confirmed) should be mentioned somewhere, to warn old users about the quite major change in the engine's logic (for loops in general).
Did the recent updates (from early this year) change anything about the For loop logic?
Cause some of them in my old projects that involved the (wait loopindex * x seconds) broke after reopening. Already fixed it (because technically the logic is more "correct" now, since recalling the current loop index after waiting it to be complete should return nothing, since the loop already ended after the "wait" time). Just curious about it
Just released the new update!
thanks for the feedback! Gonna be adding it on the next update
Any crash/freeze fixes upcoming/addressed?
My fully functional projectile (latest stable release) simply froze after clicking "play" - in the previous beta.
I supposed it got deleted then.
Well, just submitted it again, following all the template rules etc.
And no, absolutely 0 third party plugins involved.
Although WHEN it loads, it works 100% fine... Emphasis on the word "when".
Again, all of this on the latest "stable" version.
EDIT2: The weird bug just happened again.... Without the minify script checked on. Reloaded the kongregate page and it went back to normal though. Wtf...
You are right. Though, minify is still bugged on stable (tested it a thousand of times before switching to the beta version).
Again, was expecting more polishment from such an expensive product.
Also, run into a extremely weird bug just now. Exported my project with minify script checked on (on the latest STABLE version)... It worked, but all assets were swapped, as well as the default animations (units were playing attack animations instead of "Idle" and so on). And to finish it off, the mouse "hover" sprite turned into a particle... for reasons. And yes, it's working perfectly fine at the preview mode.
EDIT: Even exporting it without "Minify script" checked on (currently uploading it to kongregate, as the desktop version stopped working completely, for whatever reason) causes the game to load forever sometimes (then I refresh the page and it loads... sometimes).
Please take a good look at your export feature in the next update. I'm making a board game for pc and while it runs fine at the preview mode, exporting it seems to be quite unreliable at time.
Never works with minify script checked, and sometimes doesn't even works with unchecked (randomly, I'm afraid).
Already reported it the github's page but still got no answer.
This is really frustrating, because it's my first game ever, and I'm planning to release it soon... Just bought construct 3 like 2 weeks ago and already found a critical bug like this. Was expeting it to be quite more polished, given the expensive price tag.
And no, it's not my code's fault. The game's working 100% as intended at the preview mode.
Member since 31 Jul, 2019