Construct 0.99.97 released

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  • I found out that if I try to load an image in the picture editor, that is bigger than my system's/monitor's resolution, it simply won't load. The same way if I resize the picture editor's canvas to a size bigger than my system's/monitor's resolution, the canvas immediately gets cleared. I'm using 1024x768, so if I try to load or make the canvas something like 200x769 everything gets cleared.

    I changed my system's resolution to a bigger one, and was able to load bigger images. However when I changed my resolution back to 1024x768 construct crashed.

    Is this happening to someone else?

  • I think I'll push this out by auto-update. I think crudemik's issue is a graphics card thing, or at least not newly introduced by this update. Any objections?

    I'm having the exact same issues CrudeMik is as well. I had taken a long break from game development, and I was sad to find that I'm having all sorts of sprite issues when I finally came back to Construct

    Did a little bit of experimenting, and it seems like the graphical errors within the sprites happen whenever I set the canvas size to 16x16 or smaller. If I make a 17x17 square, it is just fine. If I make a rectangle that is 34x5, graphical problems. Any side that is scaled 16 or smaller, graphic glitches.

    I'm running a GeForce GTX 470, with the latest drivers, running Windows 7 64 bit.

  • Screenshots of this graphical issue?

  • [quote:30z0sc0q]GTX 470

    The whole 400 Series seems to have Issues with Construct. I have the same exact problem, and the search showed that people with this problem also had GTX 4XX.

    The only workaround I found was to make sprites with the power of 2 (16x16, 32x32, 64x64 and so on ).

    I also got alot of Errors because of "Invalid Textures", disabling Fullscreen and Caption in the Application Properties fixed this veeeery annoying error.

    ALSO: You can fix messed up sprites if you use the "Import" Function in the Animations Tab for a particular object.

    I guess your Sprites look something like this?

    <img src="http://i.imgur.com/1G9QK.png">

  • Sounds like somethings wrong with the your drivers, or how Construct reading the drivers from the 400 series.

  • same here with geforce 570... so it's not only 400 series problems or drivers

    I think Nvidia don't like construct anymore

  • Sorry it took a while for me to respond, work has been crazy. The screenshots Mr. Snooley posted are very similar to the problems I'm having.

  • I have a 8400 GS. Tired updating the drivers and DirectX and all that jazz?

  • I have a 8400 GS. Tired updating the drivers and DirectX and all that jazz?

    Tried the latest drivers, rolled back to the previous drivers, and now I am currently using the beta drivers. None of which fix the problem.

    Also, it seems, at least for me, that the power of 2 rule doesn't hold true. 2x2, 4x4, etc. still scramble the graphics up until I hit 16x16, then the rule applies.

    Very strange. Maybe it will get fixed, considering this is happening with modern nVidia cards in the past 2 build cycles, and could eventually make Construct worthless to people with current gaming rigs.

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  • ...could eventually make Construct worthless to people with current gaming rigs.

    agree with that

    It's really anoing to have 128x128 size sprite for eg. 70x100 imported image.

    Now i have maybe 6 small object who takes almost 70% of game screen, and it's only transparency of that images...

  • I found out that if I try to load an image in the picture editor, that is bigger than my system's/monitor's resolution, it simply won't load. The same way if I resize the picture editor's canvas to a size bigger than my system's/monitor's resolution, the canvas immediately gets cleared. I'm using 1024x768, so if I try to load or make the canvas something like 200x769 everything gets cleared.

    I changed my system's resolution to a bigger one, and was able to load bigger images. However when I changed my resolution back to 1024x768 construct crashed.

    Is this happening to someone else?

    I have a similar type of problem. I have an issue where if I bring in a large sprite (say, anything greater than 800x600) the top part of the sprite becomes distorted very badly to the point that I have to delete the image and try to load it again... but it almost never comes in right, so I have to restart Construct and hope for the best that it will finally come in. My monitor runs at 1920x1080, but if I try to load an image above 800x600, distortion is guaranteed and the sprite is no good.

    I went and tested the same images in MMF2, and it loads really quick and there is never any distortion. Also, Construct will automatically crop any image larger than 4096x4096, but MMF2 doesn't. MMF2 will allow the image to load fine in its entirety. That said, I hate MMF2's system so I can put up with these minor issues in Construct. I just hope what we're talking about are known issues that are being worked on.

  • Haven't been here in a while. However:

    [quote:i738nfo2]- [Fix] Kind of an internal fix: when removing private variables the family variables were not removed. This should prevent out of order family private variables and runtime crashes in the future, but it does not correct existing caps.(Rojohound)

    My life is complete. I have nothing to say but thank you. My ONLY issue with this Construct 1 is now (hopefully) solved.

  • I was making a simple app recently and found a bug. Add a EditBox and then a ComboBox, place the ComboBox above the EditBox so you can still see the EditBox but the combo's hidden area goes over it. If you preview the EditBox won't show correctly, setting a value will make it glitch more.

    A workaround is to just resize the ComboBox area so it does not go over the EditBox but it would be good to have this fixed.

    Also a request for the ComboBox would be to let it set items with the properties options rather than having to add lines with events. If this is possible it would be great, thanks.

  • For anyone working on C1, I just want to make a humble request... if anything can be done to get the layout object to work properly when you export a project to .exe, along with taking a look at the issue where game clocks made with global variables tend to break (i.e. won't always show visible between all layouts where it's supposed to be present, or starts to calculate incorrectly) it would be a Godsend!

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