Les versions Beta ne sont pas autant testées que les versions Stables

Les versions Beta ne sont pas autant testées que les versions Stables

New examples, and lots of bug fixes

06 November, 2018 ()

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Notes

In this release we've added some new examples demonstrating interesting things you can do with some of the new C3 runtime features. This includes text and SpriteFont formatting and animations, using Drawing Canvas to display noise images generated from Advanced Random, and a new template using Tilemap and the new Tile movement demonstrating a basic tile-based game. Give them a spin!

Other than that this is mainly a bug-fixing release as we try to get things ready for a stable release. This will likely take at least a couple more weeks, but we've got a big batch of fixes for various new features and the C3 runtime in this release.

We're also making some changes to remove some older and confusing features. The WindowWidth and WindowHeight system expressions are now deprecated. This means existing projects can keep using them, but they will not appear in the expressions dictionary or autocomplete and new projects should stop using them. Despite the common use of these expressions, they are confusingly named - referring to the canvas size rather than an actual window - and return the canvas size in device pixels, which is not normally what you want to use in events. If you really do need the canvas size in device pixels you can find it and other new expressions in the Platform Info object; however most of the time you should probably use the new ViewportWidth and ViewportHeight expressions. Similarly the rgb expression is now deprecated; use the new rgbEx or rgba expressions instead, both of which take parameters in the range 0-100 and have an improved precision and range.

Please note a known issue: the iOS simulator currently doesn't support the C3 runtime due to a bug in the simulator. Hopefully Apple will be able to resolve the problem soon; in the mean time it should work on real devices.

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3
Exécuter r124

Nouveaux ajouts

15 favoris
New examples: Animated SpriteFont effects, Animated Text effects, Noise textures, SpriteFont formatting, Text formatting, Tile-based game
10 favoris
C3 runtime: system expressions ViewportWidth and ViewportHeight, returning a layer's viewport size
9 favoris
Platform Info: new expressions CanvasCssWidth, CanvasCssHeight, CanvasDeviceWidth, CanvasDeviceHeight

Changements

2 favoris
Deprecated WindowWidth and WindowHeight expressions in the C3 runtime. These are old and confusingly named expressions that in actual fact returned the main canvas device size.
2 favoris
C3 runtime: deprecated rgb() expression. Use rgbEx() or rgba() instead. (Note these use values in the 0-100 range instead of 0-255)
2 favoris
C3 runtime: changed WindowWidth and WindowHeight expressions to return main canvas device size for compatibility with C2 projects
5 favoris
Expression autocomplete now scrolls suggestion to top
2 favoris
The delete key will now clear selection ranges in the array and dictionary editors

Corrections de bug

4 favoris
Editing conditions/actions could show objects with no conditions/actions
6 favoris
Tween Behavior: error disabling "Allow multiple" option
6 favoris
Tween Behavior: error using the "Stop all" action or "Stop" inside a loop
6 favoris
Tween Behavior: error using the "Bounce" ease functions
6 favoris
Tween Behavior: incorrect angle tweening
5 favoris
Tween Behavior: error tweening at the same time as destroying an instance
5 favoris
Tween Behavior: all tweens stop when one is triggered in an "On Finished" condition
3 favoris
Drawing canvas: could not draw exactly vertical/horizontal lines
3 favoris
SpriteFont: did not always appear correctly with different alignments
4 favoris
C3 runtime: iOS exports did not work on real devices (note: the iOS simulator currently does not work due to a bug in the simulator)
5 favoris
C3 runtime: 'Letterbox integer scale' not always pixel-perfect on systems with fractional device pixel ratio
5 favoris
C3 runtime: 'Set canvas size' did not always work as expected while in fullscreen mode
6 favoris
C3 runtime: Line-of-sight not working correctly with tilemaps
4 favoris
C3 runtime: Remote Preview did not work with experimental 'Use worker' enabled
5 favoris
C3 runtime: error using Persist and LOS behaviors on same object
5 favoris
C3 runtime: Physics behaviour not working in Edge
4 favoris
Properties Bar: Crash when closing the bar
4 favoris
Tilemap Bar: Could not load C2 .tmx files into C3
5 favoris
Animations Editor: Editor not opening for objects created by drag & drop
4 favoris
Animations Editor: Reload from source not working when importing multiple files
2 favoris
Animations Editor: Error importing icon images

Mises à jour du SDK

2 favoris
Added IProject.ShowImportAudioDialog() for encoding imported audio

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  • Isn´t it kinda weird to use 0-100 for rgb instead of 0-255? How does this translate?Floats? Every colorpicker I used uses 0-255 for rgb (even the one inside construct or the tint-effect).

      • [-] [+]
      • 3
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 3 points
      • *
      • (14 children)

      0-255 is a legacy of 8-bit color values, which aren't as ubiquitous as they used to be - for example many Apple devices now ship with 10-bit displays, which would correspond to a 0-1023 range. Rather than use a range that depends on a particular bit depth that can change over time, it makes more sense to use a fixed range like 0-100, especially when dealing with event logic (e.g. if you have a 0-100 value you can use it directly, rather than having to multiply by 2.55). Also modern GPUs internally calculate everything with floats and the bit depth only applies to storage and display.

      • But most color values in photoshop and illustrator are in 0-255 format. When doing color and translating values, I usually work with those programs and I need the 0-255 format more instead of translating it into 0-100.

        Load more comments (2 replies)
      • I agree with damjan, this is a "programmers" decision, not an artist idea. Most of designers and artists are used to the 255, but i understand the issue with growing deep and precision in code and displays. i don't recomend deprecation, leave it as an option?.

        Load more comments (7 replies)
      • For what its worth, most artists can relate to 0-100... as it is not only a throwback when selecting colors for "print" (0%-100%), but most sliders (i.e. opacity) uses the "percentage" model -- but as a programmer and artist, I understand the concerns for the 0-255. Also, based on my experience, most folks that are more pure programmers are less likely to use Construct for the other platforms (no need to mention :-)

      • so, why no use (0-1)?

        Load more comments (1 replies)
    • Yeah the 0-100 always threw me off and still does even when i'm aware of it.

  • Ashley the remote preview has super slow upload problem. when I give link to my friend who lives far away from where I live the upload speed is 0-100Kbits, even though I have upload speed of 500KBytes, so I'm unable to get feedback from my friends as it takes forever for them to load the game :( .

    also the upload is not continuous it just uploads a few bits then drops down to 0kbits then takes few seconds and the loop is continued.

      • [-] [+]
      • 2
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 2 points
      • (5 children)

      It's as fast as the Internet link between your devices - I'm afraid there's not much we can do about that!

      • so you mean the project is hosted on user's pc and not construct servers?

        if it is hosted on user's pc then can you add option to have a static url for remote preview, as every time we have to enter a new url and no one likes to do that ^_^

        Load more comments (4 replies)
  • Why there's no update for Facebook instant game functionalities?

  • When I create a new project, the update works just fine. But if I open a current project, it's like it was never updated. Can anybody help me?

  • Thanks for the update. Is it possible that the iOS simulator bug also appears on C2 games exported with C3 exporter? I had such a problem no later than today and am still scratching my head to understand what is happening...

    The error message I get is "Failed to load image: [object Object]"

  • Greetings. Actually I have the opposite problem. I thought the R124 update was necessary as there were dialog warnings to give me that impression. So, I clicked toLAUNCH and it loaded the new Construct, I opened my code ran and saved it. Now when I try to open my game it states that my file "failed to open" file saved in a later release version.

    Is it possible to retro this back a version that won't block the file from loading??

    Thanks in Advance of answer.

    Mr. Goss