<font size="6">Download Construct 2 public preview 45</font>
Link to release 44
New this build: an early version of the image editor! This is a joint effort between me and Davo so far.
<img src="http://220.127.116.11/downloads/construct2/r45.png" height="452" width="532" border="0">
It's not very far done, so first assume it does absolutely nothing at all. Now, here's what it can do:
- Display the texture being edited.
- Clear the image to all transparent.
- Import and export image files in PNG, JPG, BMP, TIFF and GIF format. (Note there's a bug in Classic where it doesn't save alpha channels correctly - this is fixed in C2.) I recommend PNG for everything since it's got good lossless compression and alpha channel support!
- Mirror and flip the image.
- Crop away transparent edges. This always leaves a 1px transparent border around the image. This will ensure that older graphics cards and browsers which sometimes have "hard" texture edges show them softly still. (I just realised this is annoying for tiled background - I'll turn it off for tiled textures in the next build :P
- Resize the image canvas. You can align the image top-left, center or have it stretch with the canvas.
- Toggle the background brightness, in case you're viewing e.g. a white spot with alpha channel.
That's it! No actual drawing tools yet. These are on the way, as well as support for animations. However, it's a bit quicker than launching an external editor, and hopefully should eliminate the "why is it launching Paint?" headaches.
Since you can undo texture edits there's also an option to always save when you exit without prompting, to make working a bit faster. There's a checkbox for it in preferences, and in the prompt to save changes in the image editor itself.
The image editor also uses an OpenGL renderer - watch out for graphics glitches, since this might trip up some drivers. (That can usually be coded around, though.)
- [Feature] Picture editor
- [Add] 'Always save' option for the image editor in Preferences.
- [Change] Sprite: hot spot now defaults to centered, but rounded to the nearest whole pixel in its texture. This should correct some pixel-perfectness issues.