Construct Classic r1.2 released

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  • I've noticed that the resized windows functions in the windows plugin kinda create crappy little sub-pixel crap that mucks up the display, as opposed to zooming in with point sampling which is nice and clean. Anything I or you guys could do about that? The windows plugin is so much less infuriating when it comes to dealing with multiple layers and it's a shame that it makes things ugly, especially when someone is working with retro resolutions.

  • it'd be nice to have a feature for retro scaling, that just scales the final rendered texture, not the window, not the layers, just the final render, so things look the same on all displays.

  • Forgive me for even suggesting it but,.... FX?

  • Kayin, It doesn't mess anything up. It's just that there was a bug with it that caused captioned windows to resize incorrectly, you can fix it by turning off the captions. I think tulamide fixed it this build though, he added an option for set client size or something, so it should work. I haven't tested this build yet though.

  • I already tried to set the client height and width with the same results With a zoom I get a chrisp image and with the window plugin I get a fuzzy image. The fuzziness I would assume is an intentional feature (Only so much you can do when stretching an image), but there is still no way to get a crisp pixels (point/nearest neighbor) without resorting to annoying zoom shenangians that messes other things up.

    I have photographic evidence if you want, but it's pretty much what you'd expect. A a game window with bilinear upscaling and a window that resembles nearest neighbor upscaling.

  • I'm happy to say that it finally works for me! If anyone is having nVidia sprite editor glitches, try re-installing your drivers, selecting a custom install, and have it NOT install the 3D Vision drivers!

    I'm so glad I can go back to making my game! Yay!

  • I'm happy to say that it finally works for me! If anyone is having nVidia sprite editor glitches, try re-installing your drivers, selecting a custom install, and have it NOT install the 3D Vision drivers!

    I'm so glad I can go back to making my game! Yay!

    Are 3d objects working?

    3dbox, 3dobject, Sprite Z-height?

    And what about FX, are they all working as well?

  • I have the same problem with my GTX 570.

    First I uninstalled the 3D Vision drivers (which are only used for 3D screens) and it didn't fix it. So then I re-installed the drivers without the 3D Vision ones and selected the "Clean Install" option so it wiped the other drivers beforehand. Still no luck. The Layers thumbnails are messed up, too. The bug actually affects some power-of-2 textures for me as well.

    Hopefully this bug can be addressed soon?

  • Does that bug happen in old versions of construct though? Its probably just a Nvidia driver problem.

  • It has been happening for quite a while now, even in older builds.

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  • This might be a dumb question, but besides the things mentioned in the thread, have all the known bugs in 1.2 been documented? I'd like to know all of the ones that are known because I'm planning to do a small project in 1.2, but would hate to start only to see a newer more improved version come out soon after.

  • here's some

  • Thanks, Lucid. So I guess that means there aren't many bugs out there for 1.2. I'm not surprised, you guys have been doing a great job.

    I suppose the only thing I need to do is decide to either start my new project in 1.2 or wait for 1.3. Just my luck though, I'd probably start in 1.2 today and then 1.3 would wind up coming out tomorrow, lol.

  • hi guys.

    im a little confused,regarding physics.. i upgraded to classic r1.2 and now my physics(gravity/force) behaves differently. and also,i have a system,where im supposed to make my ragdoll get up by using add force action when he falls down or tumbles etc. the first time when starting the layout my ragdoll gets up just fine,but after that it doesnt. its like the force needed to get up isnt enough anymore. i cant add more force either because then the first time is too much. im probably not making any sense but i just wanted to ask: are the physics supposed to be ok in classic r1.2 or is there some problems i dont know of?

  • . im probably not making any sense but i just wanted to ask: are the physics supposed to be ok in classic r1.2 or is there some problems i dont know of?

    I also noticed an older physics-heavy project to behave differently with Construct Classic. Doesn't really surprise me, since there have been significant changes to the physics object in order to improve its functionality.

    I think that's why there's an option for the Physics behavior "Use old units", which should make it behave like it used too. Although I noticed that upon a layout change, the option seems to deactivate itself and the object in question obeyed to the new rules all of a sudden.

    Also let me slip in a quick feature request: a 'Get torque' expression would be might fine for the physics object.

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