Ashley's Forum Posts

  • Here's a hotfix till then: paste this runtime.js file to <install path>\exporters\html5\plugins\sprite\runtime.js - it's got fixed collisions.

  • Oh, poop. I'll have that fixed and get a 28.2 out soon.

  • This is a cool little example based on a bug report someone submitted (sorry, forgotten who ) that demonstrates instance indexing in r28.

    Using instance indexing, it's really easy to get the previous-instance-in-chain's X and Y co-ordinates and make this effect. In 0.x, this would have been incredibly hard to do!

  • Download Construct 2 public preview 28

    Link to release 27

    Lots of additions, changes and fixes. Hopefully this corrects all the teething issues that have come up since the public preview.

    I can't reproduce the crash-on-close bug, but I made a change that might fix it - let me know if it still crashes on close.

    Changelog

    • [ADD] System expression: newline
    • [ADD] Common object expression: count
    • [ADD] System expression 'loopindex' can now take a parameter of the name of the loop index to get
    • [ADD] Text: 'Append text' action
    • [ADD] Instance variables dialog: can drag and drop variables to reorder, rename via label edits and F2, and move up and down from the toolbar.
    • [ADD] Sprite and Text: Is Visible, Set Visible
    • [CHANGE] Boolean instance variables: now use a true/false combo in properties, and have their own conditions and actions: 'Is boolean instance variable set', 'Set boolean' and 'Toggle boolean'. Boolean variables don't appear in the other instance variable actions/conditions and vice versa. Booleans should be fully functional now. They provide a nicer way of using on/off flags, such as 'Player: Is Alive' as opposed to 'Player: Alive = 1'.
    • [CHANGE] By default the canvas doesn't bring up a context menu when you right click it. (Thanks Gullanian)
    • [CHANGE] Instance indexing (e.g. Sprite(n).X) previously worked indexing in to the SOL (the currently picked objects) - this seems inconvenient in practice, so now it indexes for all objects, regardless of which are picked. This means Sprite(0).X is always the first instance's X co-ordinate, whereas before Sprite(0).X was identical to Sprite.X (which is the first currently picked instance's X co-ordinate).
    • [CHANGE] Text: now accepts numbers passed to 'Set Text'
    • [FIX] System 'For' condition was not inclusive to the end value
    • [FIX] Text object did not wrap newlines in text properly
    • [FIX] Recursive loops (loops-in-loops) work now
    • [FIX] Subevents to loops sometimes ran even when they were false
    • [FIX] IDE crash clicking back in parameters dialog with an invalid expression
    • [FIX] Runtime: instance variables are set to a correct initial value when a new object is created (previously it accidentally gained the last instance's current variables)
    • [FIX] System 'Create object' did not pick the created instance
    • [FIX] max and min system expressions would not accept instance variable parameters
    • [FIX] Error cloning an object type with instance variables
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  • See the the FAQ! That really IS a frequently asked question, it's been asked a million times already!

  • Yes.

  • Oh, didn't realise it was on Vista too. According to the report it only happens after all your work is saved, so it's just an annoyance, but I'll try to get it fixed.

  • There's a bug on the tracker which describes this - I can't reproduce it on my XP VM though, so I'm not sure what the problem is... I've made a change which might fix it for the next build, but it's a bit of a shotgun fix given I can't get it reproducing my end. Are you using XP service pack 3?

  • I think Firefox 3.x has a good javascript engine - it's just not hardware accelerating the canvas, so all the textures and alpha blending are done in software.

  • Might there be a way to do both? It seems it would be helpful to have it reference only the currently picked objects with a 'sprite collides with sprite' event.

    You don't need expression indexing for the sprite collides with sprite events - just the 'pick nth instance' conditions.

    I'm finding a problem with useing loops with subevents

    I think I see the problem in the runtime, should have it fixed next build.

    There's a thing I've been wondering about. Is there a specific reason to why the keyboard and mouse objects aren't automatically added to a project?

    It's the principle of don't-pay-for-what-you-don't use: if you're not using mouse input (as someone says, like on a banner advert) then you shouldn't pay for the extra weight of carrying all the mouse javascript around, or having it take up space in the event wizard when it's not used, and so on. It's only a couple of clicks to drop in when you are using it so I don't think it's a big deal - if we get round to adding templates, that would effectively solve it too.

  • People regularly say they'll pay us a percentage of profit made from Construct creations, but I've never seen any of that money, so I'm afraid that's not something that interests me much.

  • newt is right: using the Prof-UIS libs was a big mistake for us, because you have to pay for a license to use it (about �200 IIRC), which is an instant turn off to 99% of open source developers. We've fixed this in C2 which doesn't use any paid libs.

    The Prof-UIS libs are used only in the editor - so third party developers can build the runtime and any of the plugins without paying anything - just not the editor.

    I can set up a fundry for 0.x, but the Prof-UIS licenses would probably just kill it - $100 is half way to a license for one developer, without leaving anything to actually motivate the developer.

    Also, the event sheet pasting issue could be completed, but it would probably be buggy even when done, due to the codebase issues outlined in the open letter. Also, $100 would pay for about five hours work reasonably, but I'd estimate there's at least 50 hours work in the job... and I'm kept pretty busy by university and developing C2, so I don't think I have time to take on the job myself.

    Removing the Prof-UIS libs from 0.x is a rewrite level job which is basically being done already in C2!

    Soo... that's the situation. Sorry if it's disappointing. It's a bit tricky. C2 is having this kind of thing built in from the start anyway - it will take a long time for C2 to catch up with 0.x in maturity, but the situation is basically the same as the open letter: 0.x is a huge mess, we're fixing things like this in C2, and we don't have time to do both. So we're pretty much cornered and I think the best way out is just go 100% with C2.

  • The maximum height is 90px, because otherwise reading the forum ends up being scrolling past 95% images to read 5% text!

  • Yep, the owners contacted me about setting it up and they're doing a great job - strangely enough, there isn't an english equivalent community site!

  • OK, that's uncovered a few bugs, but the main problem is Sprite(n) indexes to the currently picked objects, so after a 'pick nth' there's only one instance picked, so no matter what n is you always get that instance's value.

    That can be worked around, but it seems inconvenient, so in the next build Sprite(n).X indexes to all instances, and ignores the SOL. That also means Sprite.X is no longer equivalent to Sprite(0).X, you'll always get the first instance's X with Sprite(0).X.