Ashley's Forum Posts

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  • Debate on social networking aside, I signed up the facebook, twitter and youtube channel because a lot of people do still use them, and those who do can use it to keep up to date with Scirra news as well. Twitter's pretty handy for that - it only takes me a second to paste a new build link in and everyone who uses Twitter sees the update without having to visit the site regularly to check. So I think it's handy for some.

  • Ah, I see about the text now. Woops, well, good thing we have the unstable/stable system

  • What do you mean? What exactly is wrong? I don't think the text object was changed this build, so it would be strange if something broke in it.

  • What's your point? It'll take a while for the twitter and facebook to accumulate users, and not everyone on the forum has a twitter account.

  • Download Construct 0.99.93 (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 (0.99.92) changelog

    Thanks to R0J0Hound for some Python additions. Hopefully this can be a new stable build so the 0.99.92 memory leak fix propagates out.

    Changelog

    Layout Editor

    • [FIX] Crash when you remove an effect of an object that has been cloned

    Picture Editor

    • [FIX] Changing a colour via the arrow buttons no longer crashes

    Python

    • [ADD] Behaviors can now be accessed now from python. Actually the seem to have been already accessible, but had vague names like "Movement_2_6". Now they have names like "SpriteGridMovement". (R0J0Hound)
    • [ADD] Picked objects can now be accessed from python via a new class "SOL". For example: the x coordinate of the first picked sprite would be "SOL.Sprite.X". (R0J0Hound)
    • [ADD] The python dir() command will now list all the ACEs of construct objects that you can call from python. (R0J0Hound)
    • [ADD] Default expressions for objects can now be called from python. For example "Array(4)" and "HashTable('foo')" can now be called from python. (R0J0Hound)
    • [FIX] Fix for python path becoming escaped on some computers (R0J0Hound)

    Runtime

    • [FIX] Fix for the "break" and "StopLoop" actions when used with for loops. They broke in 0.99.92. (R0J0Hound)
  • Oh yes, it's possible especially for behaviors and simple plugins that consist purely of logic, to compile for multiple platforms for one C++ source. C2 will have better abstractions across its SDKs so that kind of thing is easier too. There may be an issue keeping the SDK in sync if multiple runtimes are being developed by different people, but at least then that would mean multiple runtimes are in development!

    It also doesn't help with platforms which you can't use C++ on like the web - you simply are forced to write a plugin twice. However if the SDKs are as similar as possible that should be pretty straightforward.

  • I'm not sure a C# plugin engine is a good idea - what's the install base of the latest .NET framework? If games won't run on Windows XP without a .NET framework upgrade then we'll have a very similar problem to the D3DX update problem: a lot of people either won't bother and not play the game at all, or will come to the forum confused as to why it doesn't work.

  • It's possible to support many runtimes. I'm not sure what you mean by "transferring behaviors universally to new runtimes". Traditionally porting the runtime to a new platform involves writing a new runtime, a new plugin architecture, and a whole set of plugins which are functionally equivalent to another platform - all in all, a lot of work. I don't anticipate that we will have the resources or volunteer interest to complete more than two platforms in the forseeable future. Long term, this may change though, and by designing in a flexible architecture that anticipates multiple platforms, this can be made much easier when the time does (eventually) come.

  • My original post basically states that the platform you choose here is in addition to a Windows desktop runtime, so I wouldn't worry that you're going to lose that.

  • Yes, full unicode support is planned. Also, I don't plan on closing this topic - you can vote as long as you like. I'll check it from time to time to see if anything has changed.

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  • Multiplatform support is one of the most popular requests for Construct 2. I'm running this poll to see what the most wanted platforms are, but in as general sense as possible, without delving in to technology choices too much. There are often multiple technology choices for each platform with advantages and disadvantages, so I'd rather first identify the necessary platforms rather than the specific technologies. (Java and Flash are technology choices, for example, so don't come in to play at this stage.)

    Bear in mind this refers to the runtime only. There are currently no plans to port the editor to any non-Windows platforms, just the ability to export games to new platforms.

    Windows desktop is probably a given, so assume that is already done and you're choosing one other choice. As I said in the feature poll we probably won't have time to do more than one other platform for the forseeable future, so you can only choose one from the list. Choose carefully!

  • Are they really the top 10 features from the other thread? (genuine question, not being funny).

    Not exactly, but ten of the ideas most frequently recurring. I filtered out minor feature requests, I'm going for the large ideas that need to be integrated to the architecture.

    [quote:1043mofk]On the subject of multi-platform, do you have any idea which platform you will probably go for as the second export?

    I'm going to run another poll and see what people think the next most important platform is.

    [quote:1043mofk]Lastly, what exactly do you mean by "Event-written behaviors/plugins/modules"?

    Lucid's post was pretty spot on. Basically, it's re-usable events, so you can write a bunch of events for something like enemy AI, and export them as a re-usable thing.

    Too bad we can't choose more than 3, i was wishing we could select 5 thing as our wishe...

    I know you might have more than 3, but I deliberately limited it - if I allowed too many then everyone would just vote for everything! By limiting the choices you have to choose more carefully, and although you might not get to choose something you really want, it should smooth out over many people voting, giving a rough indicator of the relative popularity of each feature.

    Stability did not make the list, but I don't think there's any point listing it - stability is a given and a necessary requirement of any software, it'd just be something everyone voted for if it was in the list. (And we have ideas to significantly improve the stability of C2 anyway.)

  • As a followup to the most wanted features thread, I've come up with a shortlist of 10 of the ideas which seem to come up most for C2 (with some editorial spin). I'm running this poll to gauge how important each feature is to the community.

    In this poll, I'm allowing you to select up to three options, so you can pick the top three options most important to you. Hopefully this will best represent what is most in demand without skew to just one feature. Choose carefully, but you can change your choice after voting.

    Note that I expect multiplatform support to be a popular option, but there's no way we can port the runtime and all plugins to every device under the sun. Realistically we can probably cover two platforms at most without substantial help from other coders, and realistically one of them will probably be a Windows desktop runtime like in Construct 0.x now. So bear that in mind if you pick the multiplatform option, you're probably voting for a single other platform, not a 'make Construct run on my wristwatch as well' feature.

  • There will be a free version of Construct 2 and the plan is to still open source the editor.