Construct 0.99.7 (unstable) released

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  • Download Construct 0.99.7 (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 (0.99.62) changelog

    A shiny new build! Kudos to Davo this time around for lots of fixes. We've managed to fix a lot of problems across the IDE, runtime, plugins and behaviors. Hopefully this should mean an overall increase in stability, but as usual we're being cautious and going to trial this as an unstable release first, especially since Davo has changed a lot of event code.

    Full changelog

    Breaking changes

    • [FIX] Canvas: private variables were broken (took string parameters instead of private variable combos!) - although they now work, any existing .caps attempting to use canvas private variables will need to edit every canvas private variable action, condition or expression, correct it, then hit OK before the application will run.

    Editor

    • [FIX] Game icons can have an alpha channel.
    • [FIX] 'Copy as text' for events now copies text in a sensible format much more readable than before. You can now use this to paste events readably to the forum. Example of an event from Ghost Shooter copied as text:

    + Bullet: On collision between Bullet and Monster

    -> Monster: Add 1 to 'Hit count'

    -> Bullet: Spawn object Explosion on layer 1 (image point 0)

    -> Bullet: Spawn object Light on layer 2 (image point 0)

    -> Bullet: Destroy

    -> Explosion: Set angle to random(360)

    -> Monster: Set 'Chase countdown' to 150

    • [CHANGE] Rewrote the event exporter that handles preprocessing of triggers. New design is very easy to maintain and flexible, but if anyones events stop working right this could be the cause of it. Davo has promised to upload a video of him slapping himself to youtube if this does not work.
    • [CHANGE] Changed the name of the system actions 'Set layer zoom offset' and 'Set layer zoom rate' for better clarity

    Picture Editor

    • [ADD] The custom collision mask button now works, allowing you to quickly and easily edit the collision mask of a frame in an object. This was available in right mouse menus in the animation editor, but now you can easily edit an image in the picture editor itself.
    • [ADD] 'Step' is back, and this time it works It should default to 30 and make big soft brushes look really soft as the 'brush splats' are spaced apart.

    Runtime

    • [FIX] Runtime reported object count incorrectly after loading a saved state.
    • [CHANGE] Modified layer zoom so layer zoom offset is applied after the zoom rate. This means if you set the zoom rate to 0, you can still make a layer zoom in and out (eg for an interface)
    • [ADD] Eye distance (3d) - Used to determine how far away the viewer is from the layout 'wall'. If a 3d box goes goes higher than this amount it will start to disappear. By default its now 500, in older projects it 100.

    Plugins

    • [ADD] 3D box: raise scale parameter. As of this build a cube of 64x64x64 is a cube, but older versions 64x64x20 is a cube, so a 'raise scale' has been added so recent projects wont be affected
    • [ADD] XAudio2: 'Timescale audio' option, which if disabled prevents XAudio2 changing audio frequency with timescale.
    • [FIX] Panel Object - ObjectName('variablename') to obtain private variable works now
    • [FIX] Panel Object - The filter and opacity of the object now get used
    • [FIX] Panel Object - Non Square panels now render correctly
    • [FIX] Box Object - Now draws in both the layout editor and the runtime correctly (within the boundaries)
    • [FIX] Mouse & Keyboard - Set Control State now works ( the player number wasn't being processed right)
    • [FIX] Tiled Background - when non-power-of-two texture is used, runtime will overlap tiles by one pixel. The layout editor now looks the same as the runtime in this case.
    • [FIX] Edit box: load from file didn't always load strings correctly.
    • [FIX] 3D box: was disappearing sometimes (again)
    • [FIX] 3D box: Pitch and Yaw now work (thanks Shviller!)
    • [FIX] Xbox 360 controller - Button problems fixed
    • [FIX] Canvas: cropping or invisible if not scrolled to 0,0 on start of layout
    • [FIX] Canvas: Doing any kind of drawing at the start of the frame now works.

    Behaviors

    • [FIX] Custom Movement - No longer crashes when it uses actions with object params with 0 instances
    • [FIX] Physics - Can now change the mass at runtime. Use 0 to make immovable
    • [FIX] Physics - Fixed glitches with placing points on the custom collision masks
    • [FIX] Platform Movement - You no longer vibrate on moving platforms or fall through them if they move up.
    • [FIX] Platform Movement - Jump Sustain works when the gravity angle isn't down
    • [FIX] Platform Movement - Acceleration and Deceleration now work correctly
    • [CHANGE] Platform Movement - If you use the xbox 360 controller you can control the max speed of your player
    • [FIX] Platform Movement - If you hit a sideways spring and were moving at a high speed, you would instantly snap to the max speed. Now it decelerates
  • OMG! it's a lot of changes/fixes, thks for the awesome update guys!

    downloading now...

  • Awesome! *downloads*

  • Thanks for the update, gonna try it out!

  • amazing

  • Canvas is still broken

    <img src="http://steamgauge.com/misc/construct/example1.jpg">

    Download: .cap

  • Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?

  • Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?

    The canvas is set at a specific size and looks fine in the cap, but when run, it appears as a small square less than a third of the size it should be, like in the pic. It's already been mentioned in the tracker too as far as I'm aware, a few weeks back when I first mentioned it, someone else said it was a bug and then reported it.

    The example in the cap is an over the top one with it made much larger, to show the difference.

  • OK, that one's fixed in next build.

  • OK, that one's fixed in next build.

    Awesome, you rock!!

  • > Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?

    >

    The canvas is set at a specific size and looks fine in the cap, but when run, it appears as a small square less than a third of the size it should be, like in the pic. It's already been mentioned in the tracker too as far as I'm aware, a few weeks back when I first mentioned it, someone else said it was a bug and then reported it.

    The example in the cap is an over the top one with it made much larger, to show the difference.

    Resize the canvas in the pic editor to your desired size, then check how much vram you use.

    Resizing needs to happen at runtime otherwise you'll eat up ram like milk duds, and god help you when you update the collision mask.

    OK, that one's fixed in next build.

    Is it just fixed for the editor display, or is it going to actually change the canvas dimensions for runtime?

    Edit:

    [quote:1gzdivmn]- [FIX] Canvas: cropping or invisible if not scrolled to 0,0 on start of layout

    Can I has no scroll always?

  • The runtime stretches the texture like the layout editor shows. Canvases have always used as much VRAM as their overall size is (I wouldn't recommend canvases bigger than the size of the window), so this doesn't affect that.

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  • Wow, nice changelog

    And I was totally not expecting another release so soon! What a nice surprise

    Thanks for all your hard work, guys. Downloading now...

  • The runtime stretches the texture like the layout editor shows. Canvases have always used as much VRAM as their overall size is (I wouldn't recommend canvases bigger than the size of the window), so this doesn't affect that.

    Well the reason I ask is because that even if you do resize at runtime it process's from the original size. That actually works well if your using an array, or distortmap. The strange thing is the amount of pixels will remain the same, but scaled. But updating the collision mask takes much longer once its scaled. Dunno it seems like its using the new size for that.

    Any way, some awesome work guys.

  • - [FIX] Platform Movement - Acceleration and Deceleration now work correctly

    Damn your fixes, now I have to re-tweak my settings.

    Thanks for the new build guys, especially Dave for the physics fixes.

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