Ashley's Forum Posts

  • Download now

    Lots of important fixes including the dreaded expanding .cap files bug! Also try out motion blur - you can enable it under Application Properties / Effects. Note this works by cranking up the framerate (more info) by the selected multiple, so you'll need to make sure your game is coded to use TimeDelta where necessary. Motion blur does not require pixel shaders, but requires a feature that only some graphics cards have; see the info link for supported hardware. It'd be helpful if you let me know if it works for you, and your graphics card model.

    Here's the full changelog:

    • [ADD] DLL bundling system whereby plugin dependencies are automatically embedded (so any DLLs required by plugins can be saved inside the EXE automatically)
    • [ADD] New 'copy as text' to event sheet editor
    • [ADD] Scripting toolbar to load/save scripts and some other operations (to be expanded soon)
    • [ADD] System Object actions to python intellisense
    • [ADD] New Ribbon items to insert groups/conditions/subevents for Event Sheet Editor
    • [ADD] Ability to toggle events via Ribbon; disabled events will appear with strikethrough text and will not run
    • [FIX] Object Information dialog now displays ACEs correctly
    • [FIX] Used Plugins dialog now works correctly
    • [FIX] Ribbon tabs contextually opened now (changing to Event Sheet Editor opens that tab, etc)
    • [FIX] Cannot give a family name as an object name.
    • [FIX] Possible problem adding global variables
    • [FIX] Sprites set to 'No rotation' don't change angle even when other animation angles are drawn
    • [FIX] Actions sometimes disappearing when they reference global variables
    • [FIX] Improvements to Python redistribution (sockets should work now)
    • [FIX] Adding an action now creates an undo item
    • [FIX] No more crashes when resources not found
    • [FIX] Crash playing MIDI files in Directsound (this operation is not supported)
    • [FIX] 'Self' expressions (including .X etc) now work in movement parameters
    • [FIX] Dropping a window after dragging it made movements and timedelta values jump
    • [FIX] Every events not triggering after restarting a layout
    • [FIX] Increasing file size bug of .cap files
    • [FIX] Objects sometimes scaling wrong with Play Animation/Set Animation Frame actions
    • [CHANGE] A warning in the add family dialog to avoid object names
    • [CHANGE] Comprehensive error checking when loading .caps, alot more errors handled and no crashes if some problems encountered
    • [CHANGE] Revamped changes system. Now layouts and event sheets will show as changed in the MDI tabs and prompts to save will be far more accurate.
    • [CHANGE] Reworked Insert Object/Add Effect/Add Movement dialogs to make them more compact and neat.
  • Download now

    Lots of important fixes including the dreaded expanding .cap files bug! Also try out motion blur - you can enable it under Application Properties / Effects. Note this works by cranking up the framerate (more info) by the selected multiple, so you'll need to make sure your game is coded to use TimeDelta where necessary. Motion blur does not require pixel shaders, but requires a feature that only some graphics cards have; see the info link for supported hardware. It'd be helpful if you let me know if it works for you, and your graphics card model.

    Here's the full changelog:

    • [ADD] DLL bundling system whereby plugin dependencies are automatically embedded (so any DLLs required by plugins can be saved inside the EXE automatically)
    • [ADD] New 'copy as text' to event sheet editor
    • [ADD] Scripting toolbar to load/save scripts and some other operations (to be expanded soon)
    • [ADD] System Object actions to python intellisense
    • [ADD] New Ribbon items to insert groups/conditions/subevents for Event Sheet Editor
    • [ADD] Ability to toggle events via Ribbon; disabled events will appear with strikethrough text and will not run
    • [FIX] Object Information dialog now displays ACEs correctly
    • [FIX] Used Plugins dialog now works correctly
    • [FIX] Ribbon tabs contextually opened now (changing to Event Sheet Editor opens that tab, etc)
    • [FIX] Cannot give a family name as an object name.
    • [FIX] Possible problem adding global variables
    • [FIX] Sprites set to 'No rotation' don't change angle even when other animation angles are drawn
    • [FIX] Actions sometimes disappearing when they reference global variables
    • [FIX] Improvements to Python redistribution (sockets should work now)
    • [FIX] Adding an action now creates an undo item
    • [FIX] No more crashes when resources not found
    • [FIX] Crash playing MIDI files in Directsound (this operation is not supported)
    • [FIX] 'Self' expressions (including .X etc) now work in movement parameters
    • [FIX] Dropping a window after dragging it made movements and timedelta values jump
    • [FIX] Every events not triggering after restarting a layout
    • [FIX] Increasing file size bug of .cap files
    • [FIX] Objects sometimes scaling wrong with Play Animation/Set Animation Frame actions
    • [CHANGE] A warning in the add family dialog to avoid object names
    • [CHANGE] Comprehensive error checking when loading .caps, alot more errors handled and no crashes if some problems encountered
    • [CHANGE] Revamped changes system. Now layouts and event sheets will show as changed in the MDI tabs and prompts to save will be far more accurate.
    • [CHANGE] Reworked Insert Object/Add Effect/Add Movement dialogs to make them more compact and neat.
  • Just to echo what was said in another thread - this bug should be fixed in 0.92, and apparently if you remove families from your application, the bloating will not occur.

  • I don't know. I think we'll check out our multiplatform options when we hit 1.0.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I didn't think it'd work at all on a GeForce 4 MX 440, could you try screengrabbing a long blur so I can see if it's blending it the same?

  • I think we've fixed this bug for 0.92, we'll try and release the update soon!

  • OK, here's a quick demo:

    http://www.gullen.pwp.blueyonder.co.uk/ ... urtest.zip

    There's a normal version and a motion blur version. Move the mouse and use arrow keys to move the objects. Both use a normal 8 direction and mouse movement.

    It requires a new-ish ATI or nVidia card to work (Radeon 9500+ or GeForce FX 5700+), otherwise it'll probably give an error. If everyone could try it out and let me know if it works, and your video card model, that'd be useful. Also if you move the mouse really quickly and take a screenshot, you can see step-aliasing (because it uses a fixed number of steps, not one for each pixel of movement like your example), but the result is good enough for the human eye.

  • Fixed for next build, thanks.

  • It's a global effect, so it applies to anything that moves on the screen at all.

  • Well whaddya know, I got all interested in this and added full-scene motion blurring for all moving objects, done with a real temporal-antialiasing algorithm too, and no pixel shaders. Check out a pic of it here - this is zooming in rapidly in the RTS demo, which shows a cool motion blur. (Oh, check out my 8800 GT cranking out 730fps )

  • This is a known bug... hopefully will be fixed in the next build...

  • Can you send the .cap doing that to ?

  • You can actually use the System object's actions from script, the Create one is (for example):

    System.Create("Sprite", 1, System.mousex, System.mousey)

    where 1 is the layer number, and it creates at the mouse. This isn't clear, I know - the next build will have proper intellisense incorporated for the system object, just like with normal objects.

  • I'm sure it's possible because games like half-life 2 have variable blurs. I'll try research it some more anyway.

  • I've evented a motion blur in Construct and it runs very well (my GeForce 8800 GT can manage 1500-8000FPS constantly, depending on blur distance), and without the step-aliasing in your pictures. However this is not a true motion blur, I find if you move the object slowly, it becomes slightly transparent - this is not realistic, because at least some areas of the object will be opaque, where there has always been something in the way over the "exposure". It's probably because the algorithm you state does not blend equally each rendering, but rather is only tending towards the correct value - for example, drawing two 50% transparent objects over each other gives you a 75% opaque image, so this method of rendering is not accurate for a motion blur. Still, interesting technique, I'll see if it can be refined - it still looks great!