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Beta versions are not as thoroughly tested as stable
New examples, and lots of bug fixes
Don't miss out on the latest and greatest new features in Construct 3.
In this release we've added some new examples demonstrating interesting things you can do with some of the new C3 runtime features. This includes text and SpriteFont formatting and animations, using Drawing Canvas to display noise images generated from Advanced Random, and a new template using Tilemap and the new Tile movement demonstrating a basic tile-based game. Give them a spin!
Other than that this is mainly a bug-fixing release as we try to get things ready for a stable release. This will likely take at least a couple more weeks, but we've got a big batch of fixes for various new features and the C3 runtime in this release.
We're also making some changes to remove some older and confusing features. The WindowWidth and WindowHeight system expressions are now deprecated. This means existing projects can keep using them, but they will not appear in the expressions dictionary or autocomplete and new projects should stop using them. Despite the common use of these expressions, they are confusingly named - referring to the canvas size rather than an actual window - and return the canvas size in device pixels, which is not normally what you want to use in events. If you really do need the canvas size in device pixels you can find it and other new expressions in the Platform Info object; however most of the time you should probably use the new ViewportWidth and ViewportHeight expressions. Similarly the rgb expression is now deprecated; use the new rgbEx or rgba expressions instead, both of which take parameters in the range 0-100 and have an improved precision and range.
Please note a known issue: the iOS simulator currently doesn't support the C3 runtime due to a bug in the simulator. Hopefully Apple will be able to resolve the problem soon; in the mean time it should work on real devices.
Let us know with a thumbs up!
Isn´t it kinda weird to use 0-100 for rgb instead of 0-255? How does this translate?Floats? Every colorpicker I used uses 0-255 for rgb (even the one inside construct or the tint-effect).
0-255 is a legacy of 8-bit color values, which aren't as ubiquitous as they used to be - for example many Apple devices now ship with 10-bit displays, which would correspond to a 0-1023 range. Rather than use a range that depends on a particular bit depth that can change over time, it makes more sense to use a fixed range like 0-100, especially when dealing with event logic (e.g. if you have a 0-100 value you can use it directly, rather than having to multiply by 2.55). Also modern GPUs internally calculate everything with floats and the bit depth only applies to storage and display.
But most color values in photoshop and illustrator are in 0-255 format. When doing color and translating values, I usually work with those programs and I need the 0-255 format more instead of translating it into 0-100.
I agree with damjan, this is a "programmers" decision, not an artist idea. Most of designers and artists are used to the 255, but i understand the issue with growing deep and precision in code and displays. i don't recomend deprecation, leave it as an option?.
For what its worth, most artists can relate to 0-100... as it is not only a throwback when selecting colors for "print" (0%-100%), but most sliders (i.e. opacity) uses the "percentage" model -- but as a programmer and artist, I understand the concerns for the 0-255. Also, based on my experience, most folks that are more pure programmers are less likely to use Construct for the other platforms (no need to mention :-)
so, why no use (0-1)?
Yeah the 0-100 always threw me off and still does even when i'm aware of it.
Ashley the remote preview has super slow upload problem. when I give link to my friend who lives far away from where I live the upload speed is 0-100Kbits, even though I have upload speed of 500KBytes, so I'm unable to get feedback from my friends as it takes forever for them to load the game :( .
also the upload is not continuous it just uploads a few bits then drops down to 0kbits then takes few seconds and the loop is continued.
It's as fast as the Internet link between your devices - I'm afraid there's not much we can do about that!
so you mean the project is hosted on user's pc and not construct servers?
if it is hosted on user's pc then can you add option to have a static url for remote preview, as every time we have to enter a new url and no one likes to do that ^_^
Why there's no update for Facebook instant game functionalities?
When I create a new project, the update works just fine. But if I open a current project, it's like it was never updated. Can anybody help me?
See the r122 release notes for details about which projects now use the C3 runtime and how to change it.
I read through the r122 release notes. I looked through the project properties several times-on my game and on templates too. I can't find where to change it to C3 Runtime. I know I have seen it before somewhere, though.
Thanks for the update. Is it possible that the iOS simulator bug also appears on C2 games exported with C3 exporter? I had such a problem no later than today and am still scratching my head to understand what is happening...
The error message I get is "Failed to load image: [object Object]"
The simulator "bug" is that it doesn't support WebAssembly. It's not required for the C2 runtime.
Greetings. Actually I have the opposite problem. I thought the R124 update was necessary as there were dialog warnings to give me that impression. So, I clicked toLAUNCH and it loaded the new Construct, I opened my code ran and saved it. Now when I try to open my game it states that my file "failed to open" file saved in a later release version.
Is it possible to retro this back a version that won't block the file from loading??
Thanks in Advance of answer.