Ashley's Recent Forum Activity

  • Download Construct Classic r2

    Link to previous build (r1.2) changelog

    As you may know, Construct Classic has always been developed for free by volunteers. Scirra's focus is now on Construct 2, so it is now mostly developed by volunteers from the community. However, Scirra still helps with the build engineering and distribution. Many thanks particularly to lucid this build for several changes and helping test the beta builds. Other developers have also contributed, and they are credited in the changelog below.

    Runtime

    • [FIX]Fixed an issue with large projects which caused slight, but compounding slowdown per additional layout(Ashley)
    • [FIX]Fixed a memory leak that occurred when resizing a render target like canvas or the application window(lucid)
    • [ADD]Added new collision type, Angled Box, like bounding box that rotates with the object instead of enlarging to encompass the rotated object(lucid)

    Plugins

    • [ADD]Canvas: Added distort maps. (lucid)
    • [ADD]Sprite/Line/Panel/Box: Added Angled Box collision mode(lucid)
    • [ADD]Light Object: Added actions to set height and width.(lucid)
    • [ADD]Text Object: Added an action to set wordwrap on or off(lucid)
    • [ADD/FIX]XBox360Controls: Added set and get deadzone actions, so one can set deadzones for the analog sticks. Also, having the deadzone set to at least it's (imperceptably small) default value fixes a problem where the controller would register movement in unintended directions when the analog stick was close to the center.(lucid)
    • [FIX]Panel Object: fixed a problem where panels would not appear in the correct position when stretched or squashed(lucid)
    • [FIX]Panel Object: fixed a problem where a panel's collision/visibility box would be in the incorrect position when stretched or squashed(lucid)
    • [FIX]Function Object: fixed a performance issue where calling functions through expressions ran much slower than calling them through actions (lucid/Ashley)

    Behaviors

    • [FIX]Platform Behavior: ACE had duplicate names for several gravity expressions so you couldn't retrieve all the values(JayJay/FrenchYann)
    • [FIX]ShadowCaster Behavior: Set Activated action didn't work(lucid)
    • [FIX]Platform Behavior: Fixed a crash when platform behavior attempted to set animations to any object other than sprite(lucid)
    • [FIX]Drag and Drop Behavior: had an issue where an object with deactivated drag and drop behavior on top of another would prevent the one underneath from being dragged. (lucid)
    • [ADD]Drag and Drop Behavior: Added ability to set at edittime whether the object will continue dragging while mouse is outside the window.(lucid)
    • [ADD]Drag and Drop Behavior: Added ability to force a drag start or a drop. Also ability to force ignore drag movement, so you can ignore current mouse movement temporarily without dropping the object. Also, added source code to SVN(lucid)

    System

    • [FIX] Ceil was rounding up when it shouldn't. (R0J0hound)
    • [FIX] AngleDiff was failing in some situations and returning -1.#IND. (R0J0hound)

    SDK

    • [ADD]Added helper functions to the SDK to make it easy to create looping conditions.(lucid)
    • [FIX] The runtime function GenerateCollisionMaskFromTexture was causing a crash if called twice on the same texture. (R0J0hound)
  • It's possible in WebGL but not possible in Canvas 2D, so to make sure games always look the same we don't support it at all yet.

    We'll be adding support when we add our full WebGL shader effects system in future, which will properly support fallbacks for when effects aren't supported.

  • I don't mind, I did it to make sure we have the manual entry ready as soon as the release comes out. Shouldn't be long!

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  • You can't, there's no way to load textures from disk yet!

  • I'm not sure what you mean - have you looked at the SDK docs or the other plugins and behaviors that come with Construct 2? All the properties are right there in this.properties, available in onCreate().

  • #1 is done for the next build, but I don't think we should do #2, it's not a standard way of showing properties - shouldn't using groups be fine?

  • Not all fonts are supported by the Construct 2 editor. It doesn't matter though, because very few people who play your game on the web will have that particular font installed so it won't show anyway. Use Web Fonts instead.

  • This could be a very complicated feature to add to the platform behavior itself - it's already one of the most complex behaviors, and it currently does not care what it is standing on. For example, you could also stand on a single pixel, so by the same rule you can land on a very steep slope. I'll see if it's straightforward to fix the Platform behavior to drop down in this case, but it might not be, so it would be best to work around this with events or careful level design for the time being.

  • The images go in to RAM and also in to VRAM (graphics card memory) if the rendering is hardware accelerated, which it usually is these days.

    They get decompressed to the same size as the image saved as a 32-bit bitmap, so yes, a 1000x1000 pixel image will always take about 4mb of memory alone. This isn't much when both your computer and graphics card have gigabytes of memory, but bear in mind 4mb is still a lot for a single image on mobile.

    The various compressed formats just package the data in to a smaller filesize. Compressed images cannot be drawn though, so it's normal to decompress the images in to memory whenever they are loaded.

    We have plans for a feature to load textures layout by layout (like Classic can) somewhere on the todo list, to save memory with very large projects.

  • Eh, I'll add it to the todo list, but this one requires lots of fiddly changes all over the codebase.

  • More info in the FAQ.

  • Nice! Are you sure you don't want to give it more VRAM? Most cards these days have 128mb+.

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Ashley

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