Ashley's Forum Posts

  • You do not have permission to view this post

  • I don't know, have they? Which bug are you referring to?

  • Ah OK, I guess David didn't submit his final platform changes. I'll make sure they get in to the next build.

  • Download Construct 0.99.83 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.82) changelog

    This is an unfinished build so is unlikely to be a stable candidate. I think Davo has moved and I haven't been able to get through to him for a while, and these fixes have been sitting around, so I'm releasing them for testing in the meanwhile. I don't think we've fixed absolutely everything we wanted to get done for the next build, but give it a try and see if we missed anything.

    Changelog

    Event Sheet Editor

    [FIX] - Fixed dragging events disappearing in the situation where an object was refered to a paramer (eg. System Compare Sprite.X < 0)

    [FIX] - System object "object overlaps/collides with point" displayed parameters incorrectly (even though it functioned correctly)

    Behaviors

    [FIX] - Platform Movement - Been working really hard on bug checking it. This version should be even more stable.

    [FIX] - Physics 'Set immovable' and 'Set rotations disabled' had inverted logic (set immovable would set movable etc). The names have been switched around to reflect what it's really doing (only the names have changed, not the functionality, caps won't need changing)

    Plugins

    [ADD] - Tiled background now has z elevation like sprite does

    [FIX] - Plasma renders the 'cuttoff' correctly like the 0.98.x versions

    [FIX] - Messagebox: 'Compare ID' took no parameter

    [FIX] - Array: Compare conditions didn't work properly with one of the coordinates being 1

    Runtime

    [FIX] - Fine collision against box collision was calculated incorrectly.

    [CHANGE] - Changed some family code back which fixes the issues people have been having with families in recent builds. However, this probably reopens a bug with the Family.Count expression returning incorrect counts. This will be left as a known issue for the time being since it is a less severe problem.

    [FIX] - The pixelHeight parameter passed to shaders was calculated incorrectly sometimes.

    Effects

    [FIX] - A lot of effects (20) have been modified to support alpha testing. This means if you have a 3d box thats coming out of the water and you apply a distortion effect to that water, the part of the 3d box that emerges out of the water wont be affected.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Programming is not as simple as copying and pasting irrlicht or ogre in to Construct and having it all work magically. It's a ton of work for us, requiring significant work and changes all the way through the codebase, and we're just volunteer, spare-time developers. Then there's a whole class of other problems, such as how will the UI and event system work applied to a 3D game? The answers are not clear, and there's no way we'd even start if we don't know what we're aiming for.

  • Use a free host or just stick it in the Uploads forum with a link to this thread.

  • Can you post the .cap?

  • I don't think so, Davo can say for sure but I think the extent of Python interop in the SDK is providing the Python function name for ACEs.

  • It's a valid question so we're not going to delete it!

    We're all volunteers working in our spare time so we want our work to hit as wide an audience as possible as easily as possible. That means developing for one platform only, and the most popular platform, for the IDE anyway. There might be a future Linux runtime for Construct 2, but I'd rather write a Mac runtime first...

  • No - I don't know anything about HLS, I'd have to look up the math. Can't you do it by hand? All you need to do is convert HLS to RGB and use the RGB() expression on the results.

  • Hmm... try putting the canvas on a layer and enable 'Force own texture' for that layer. The layer will be drawn on its own to a separate offscreen surface, and the canvas should then only process the frame feedback on that. Not sure if that'll work though.

  • This effect is called frame feedback and you can achieve it by placing a fullscreen canvas on top of everything, enabling 'Grab layout before drawing' (or after, I forget), and setting the canvas opacity to less than 100%, eg. 90%. This means it draws a semitransparent copy of the last frame on top of the current frame, with a cumulative effect. The lower the percentage the longer the trails will be. I don't like the effect much though, it looks like a bad motion blur.

  • This won't happen before Construct 2, but we have vague plans for it.

  • Only the DirectX installer connects to the internet IIRC. You can hit cancel on the DirectX installer and Construct will carry on installing, it won't cancel the entire setup. But even if you have DirectX 9.0c you might not have the "optional" updates they release from time to time, that Construct requires (bad naming on Microsoft's part IMO).

    You need the DirectX end-user runtime for August 2008 or newer on your offline PC, so to get that head over to microsoft.com and download the latest full DirectX installer. Then you can copy that to your offline PC, install it, and Construct should work (you can cancel away the DirectX installer that appears during Construct setup).

    The offline DirectX setup is around 80mb. Considering Construct itself is under 15mb, we used the web setup to download the required files instead. (I think SourceForge also might not like basically becoming a file server for the DirectX setup.)

    Anyways, that should work, let us know if it does.

  • Have you thought about making the naming a bit more intuitive? I might go with "State is active" rather than "state is true", and "On state deactivated"/"On state activated" rather than the true-to-false terminology. Interesting idea for a plugin though!