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 flowcharts feature!

05 December, 2023 ()

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Notes

We're excited to launch the first iteration of a major new feature in this release which we're calling Flowcharts!

Have you ever wished there was a visual way to arrange information like conversation trees, quests, and state machines? This feature is designed for precisely that. With the new Flowchart view you can create a series of nodes to represent things like stages in a conversation, with connections describing the possible flows through the nodes. Then you can use the new Flowchart controller object to manage the state of the flowchart, such as which the current node is. It's analogous to how you can create timelines in the editor then use Timeline Controller to manage timelines at runtime. See the new Quest flowcharts example for a demonstration of this, using flowcharts to represent conversation trees and possible quests in a text adventure format.

One important thing to note is that flowcharts are a data structure. In some other tools a similar approach is sometimes used for implementing logic. However Construct's existing event sheets feature already covers logic, and we feel that is more appropriate for that than the flowchart approach. So instead Construct's flowcharts are essentially a better data representation for information like conversation trees, which can be awkward to fit in to event sheets or other data files like JSON. We think flowcharts will prove a valuable addition to Construct for that role, and you can still dynamically control them from event sheets using the Flowchart Controller object.

This is the first release of a major new feature and we know there's still work to be done on usability, bug fixes, and improvements. However we're releasing it early to start getting your feedback sooner rather than later. We're interested to hear what you think of it and what changes you'd like to see!

There's lots more in this release, including some other new additions, and a range of changes and bug fixes, which you can find in the changelog below. Happy testing!

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Exécuter r370

Changelog iconNouvelles fonctionnalités

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Flowcharts editor and new Flowchart Controller object

Changelog iconNouveaux ajouts

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Add 4 new examples
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Physics: 'Teleport' action
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Video Recorder: 'System audio' option for 'Start screen recording' action

Changelog iconChangements

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Object picker dialog: use same search ordering as condition/action dialog
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Windows WebView2: block Ctrl+F/G/P/R/U keyboard shortcuts
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Windows WebView2: update WebView2 SDK to v1.0.2151.40

Changelog iconCorrections de bug

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Platform: improve handling of jump-thrus while running down slopes
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Collisions not working consistently after changing collision cell size
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Physics: reported incorrect center of mass position (regression r318)
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Editor dialogs could turn invisible in some scenarios
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Properties bar: object property buttons not styled correctly in dark/light themes
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A failed load image from URL would not reattempt the request if loaded again
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F3/F5/F7 shortcuts incorrectly blocked on non-WebView2 platforms (regression r369)
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WebView2: pressing Alt and then another key could play system sound
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Fix typos in 'Layer name exists' condition and Array JoinString expression
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Audio: did not correctly handle muting and re-playing sounds
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Timelines: crash dropping some types of instances in timelines
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Timelines: instance properties could end up in an inconsistent state after deleting property track

Changelog iconMises à jour du SDK

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PluginProperty option 'allowedPluginIds' not working

Changelog iconScripting updates

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Move setCollisionCellSize() method to ICollisionEngine
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Add ICollisionEngine interface at runtime.collisions with new methods including getCollisionCandidates()
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Fix possible error destroying instance in "destroy" event
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Fix ILayer.isHTMLElementsLayer setter not working
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Add IPhysicsBehaviorInstance.teleport()

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  • What a great surprise ! Very hyped about the potential of Flowcharts.

    However I think it would be a shame to miss the opportunity to include logic within Flowchart Nodes with ease, as it's probably 70% of what would be amazing with such a feature. To create Behavior Trees, State Machines and Dialogues and enhancing the "instant" visual scripting capabilities of C3.

    I detailed this suggestion and made a mockup here: construct.net/en/forum/construct-3/general-discussion-7/new-flowcharts-feature-r370-179833/page-2

    We should be able to associate ACEs On Enter Node / On Exit Node / On Tick Node for each node. So for example we can play a sound, change a global variable, move the camera or do whatever we want for each nodes without creating huge error-proned string/token based else if statement. Also adding Conditions to Node directly would be amazing.

  • Super exciting! Not currently able to test much however as entering any value into a node causes an error crash.

  • Starting off the update cycle strong! Great job Construct team!

  • Thank you ALOT for the access to collision engine!

  • A quest system at last!

  • This so intriguing, looking forward to experiment and figure out what use cases work well for this new system!

    Also tysm for the ICollisionEngine interface!

  • Amazing!!! The biggest surprise of this year!

  • best update ever!

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    wow cool , love more demo ,thank you for update

  • Thank you very much for the Teleport action.

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