Ashley's Forum Posts

  • Moving to Open Topic... also, it might be nice to provide some context (eg. who you are and why you're posting) rather than just copy-pasting a press release to the forums.

  • Try making a prototype, and see if that's fun!

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  • I don't think it's too bad an idea. It's more about convenience and simplicity. Sure the events are dead easy, but in many cases it's just convenient, especially if you're already several subevents deep and need to trigger a scale - having some extra calculations there, or setting some kind of flag to start off a scale, would harm readability. The Fade behavior is a good example - it's trivial to set up in events, but if you use a lot of fades, having the behavior is handy. You can set it up from the layout editor/object properties, it triggers events for you like On Fade Finished, and takes care of timedelta for you too.

  • Davo has been absent for a couple of weeks. I think he moved house and hasn't yet got an internet connection installed. I'm voting 'Urgent international priority'.

  • Just tried to run an old cap and found the crispify shader is missing.

    Oops, it's back in the next build.

    I know it's a very minor thing, but it still annoys me to see that the CTRL-X command (Cut) is still working as a "copy" command.

    What are you trying to cut? It's coded differently depending on what you cut (events, image editor, layout editor etc).

    99.82 will not compile my specific game to run on an XP computer while 99.8 does.

    ...what about this build, 0.99.83?

  • We couldn't do it well with the architecture of Construct 1. It's something we've got in mind for Construct 2.

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  • I don't know, have they? Which bug are you referring to?

  • Ah OK, I guess David didn't submit his final platform changes. I'll make sure they get in to the next build.

  • Download Construct 0.99.83 (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 (0.99.82) changelog

    This is an unfinished build so is unlikely to be a stable candidate. I think Davo has moved and I haven't been able to get through to him for a while, and these fixes have been sitting around, so I'm releasing them for testing in the meanwhile. I don't think we've fixed absolutely everything we wanted to get done for the next build, but give it a try and see if we missed anything.

    Changelog

    Event Sheet Editor

    [FIX] - Fixed dragging events disappearing in the situation where an object was refered to a paramer (eg. System Compare Sprite.X < 0)

    [FIX] - System object "object overlaps/collides with point" displayed parameters incorrectly (even though it functioned correctly)

    Behaviors

    [FIX] - Platform Movement - Been working really hard on bug checking it. This version should be even more stable.

    [FIX] - Physics 'Set immovable' and 'Set rotations disabled' had inverted logic (set immovable would set movable etc). The names have been switched around to reflect what it's really doing (only the names have changed, not the functionality, caps won't need changing)

    Plugins

    [ADD] - Tiled background now has z elevation like sprite does

    [FIX] - Plasma renders the 'cuttoff' correctly like the 0.98.x versions

    [FIX] - Messagebox: 'Compare ID' took no parameter

    [FIX] - Array: Compare conditions didn't work properly with one of the coordinates being 1

    Runtime

    [FIX] - Fine collision against box collision was calculated incorrectly.

    [CHANGE] - Changed some family code back which fixes the issues people have been having with families in recent builds. However, this probably reopens a bug with the Family.Count expression returning incorrect counts. This will be left as a known issue for the time being since it is a less severe problem.

    [FIX] - The pixelHeight parameter passed to shaders was calculated incorrectly sometimes.

    Effects

    [FIX] - A lot of effects (20) have been modified to support alpha testing. This means if you have a 3d box thats coming out of the water and you apply a distortion effect to that water, the part of the 3d box that emerges out of the water wont be affected.

  • Programming is not as simple as copying and pasting irrlicht or ogre in to Construct and having it all work magically. It's a ton of work for us, requiring significant work and changes all the way through the codebase, and we're just volunteer, spare-time developers. Then there's a whole class of other problems, such as how will the UI and event system work applied to a 3D game? The answers are not clear, and there's no way we'd even start if we don't know what we're aiming for.

  • Use a free host or just stick it in the Uploads forum with a link to this thread.

  • Can you post the .cap?

  • I don't think so, Davo can say for sure but I think the extent of Python interop in the SDK is providing the Python function name for ACEs.

  • It's a valid question so we're not going to delete it!

    We're all volunteers working in our spare time so we want our work to hit as wide an audience as possible as easily as possible. That means developing for one platform only, and the most popular platform, for the IDE anyway. There might be a future Linux runtime for Construct 2, but I'd rather write a Mac runtime first...