Ashley's Forum Posts

  • Yes, we use some asserts, but could probably make better use of them. Testing-specific builds is something I'll consider for Construct 2, but I don't think it's practical with the current codebase.

  • Try it in 0.99.5, there was a fix relating to having triggers in subevents.

  • OK, apparently installing this fixes the startup problem:

    http://www.microsoft.com/downloads/deta ... laylang=en

    This relates to a recent security update issued by Microsoft and the change in version numbers has caused this issue. I'll try and update the build soon. I think a Windows Update should be going around to fix this too, but an updated build should help.

  • Did you run all parts of the installer? The Visual C++ 2005 redistributable has changed (to SP1) recently so you can't skip that part even if you have an old build installed.

  • Download Construct 0.99.5 (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 (0.99.42) changelog

    Note 24/8/09: updated link to include security update in installer.

    This is a fairly small bug fixing release so hopefully there won't be any serious new problems. Unfortunately we haven't had much time for more lately. Here's the full changelog:

    Behaviors

    [FIX] Platform: 360 controller left and right input tweaked

    [FIX] Physics: If a body needs to be recreated (eg. its size changes) it now maintains velocity and angular velocity

    [FIX] 8 direction movement: triggers collision events when hitting solids

    Event sheet editor

    [ADD] Double clicking an 'include' event block will open the included event sheet

    [FIX] Crash adding PV on external event sheet

    [FIX] Annoying glitch where event sheets with else events would sometimes get a blue bar thing appear in the top left of the screen when you scroll to the bottom

    [FIX] Editing an action/condition and changing the object type will no longer stuff up the display string when there's a private variable param

    Layers

    [ADD] Layers now allow you to give effects names and 'disable when' properties like object effects do

    Plugins

    [FIX] 360 controller: Right stick up works, optimisations

    [FIX] Sprite: Saving/loading at runtime did not save mesh state

    [FIX] XAudio2: attach channel to object used 0-based channel, is now 1-based

    Runtime

    [FIX] Crash when a text object changed font and motion blur is enabled, or it had rendered into a canvas (the font was being freed before the gpu had drawn with it)

    [FIX] Destroying objects crashed in some cases with 3D layering enabled

    [CHANGE] Triggers used to include any parent event conditions and actions. Now they only include conditions. Best explained best by this pic

    [CHANGE] Multisamples and motion blur are not supported together, so an error appears when you try to turn them both on.

    System object

    [ADD] Ability to enable and disable a layer effect via an action

    [ADD] Ability to change layer effect parameters via an action

    [ADD] Ability to change what attributes an object instance has via an action

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  • I think this has been discussed before - and one of the main problems I see is a donation is not really a donation if you're expecting something in return. It's more a commercial contract - if feature X is completed, then payments from N people totalling Y are paid. But even as a commercial system where people lodge payments it sounds like it'd be extremely complicated to organise. If people donate money in to a holding account for a feature, what if nobody got round to implementing the feature? Would everyone get their money back? After how long? Would everyone be happy if that happened, eg. if somebody assumed they were definitely paying for a feature to happen? If people don't pay upfront and merely promise to pledge donations, what happens if the feature is done and some people don't follow through? I can't think of any good solutions to the problems of this style of payment model.

    It's very kind of you to offer money for various features, but I see too many difficulties and would prefer donations to go the usual route of nothing-expected-in-return (but are still greatly appreciated and very motivating of course!). Also, something like an export-to-XBOX would be a huge project, lasting many months - probably best left to Construct 2 in the first place, but it's also difficult to imagine how donations could offset the time for that kind of project length as well.

  • Do you mean you simply want a quicker way to have a different collision mask for a sprite, or do you want a new collision engine (ie. current is pixel-perfect, it sounds like you want a vertex-based polygon collision detector), or both?

  • Construct can't do this right now - you could have a shot at making a plugin to do it, or ask another coder to try. Construct wasn't really designed for this, it's primarily oriented as a game creator.

  • I like the idea, but I was also considering enhanced containers for modular code (ie. a container which can contain events, other objects etc. and be copied/pasted around with complete functionality in one go, no need for "variable" objects because everything needed is pasted in). How do you think this idea compares to that?

  • It's on the SourceForge CVS.

  • I've never been able to reproduce it on my computer, so there is very little I can do: to me, everything looks like it works fine.

    I need more information, such as does saving/closing/re-loading have any effect, does it happen 100% of the time, are there any application settings that affect it, etc? Anything else you can think of that would be helpful? Also, does it happen specifically on 0.99.4 or 0.99.42 (they are different builds, listed here - this would help me track down the precise code changes that happened around then).

  • It's a nice idea though and a common question - maybe some feature could be developed to make it easier, at least.

  • Which bug was that? I think I marked a bug similar to that as 'can't reproduce', so you'd need to provide a way for me to reproduce it.

  • Wow, that 2D Guild Wars intro has to be the most beautiful 2D artwork I've seen. Much more artistic and pleasing to the eye than 99% of 3D scenes out there.

  • Lucid is right. I might have called it too early on this build, but it's still a sound idea. It's intended that people test unstable builds on backed-up copies of their work and report back any problems.