Ashley's Recent Forum Activity

  • It works like this:

    <some condition> ? <what to return if condition true> : <what to return if condition false>

    So you can put conditions directly in expressions. For example:

    + Sprite X < 100

    Set text to "Left"

    + Sprite X >= 100

    Set text to "Right"

    is equivalent to

    + Every tick

    Set text to Sprite.X < 100 ? "Left" : "Right"

  • ...yep... you'd just put -100 as the start, 0 as the end, 5 as the step...

  • Download Construct 0.99.97

    Link to previous build (0.99.96) changelog

    Some bug fixes and changes made by Davo and R0J0Hound (their credit - I'm just publishing this release). Note I've set up a new computer since last building Construct 0.x - something may have gone awry as a result, so let me know if everything's working smoothly.

    Changelog

    Editor

    • [Fix] Kind of an internal fix: when removing private variables the family variables were not removed. This should prevent out of order family private variables and runtime crashes in the future, but it does not correct existing caps.(Rojohound)
    • [Add] The object bar now has the option to organize by object folders. (Rojohound)

    Animation Bar

    • [Fix] The animation bar would sometimes crash when dragging animations. (Rojohound)
    • [Fix] Fix for crash when clicking in the animator bar with multiple objects selected. (Rojohound)

    Runtime

    • [Fix] The top/left icon of the window now shows the correct icon. (Rojohound)
    • [Fix] Negative width/height pixel perfect collision bug fix. (Rojohound)
    • [Fix] Fixed a crash that could occur in the runtime when an object had multiple behaviours or containers. (Davo)
    • [Fix/Add] The Remove Attribute Action now works. (Rojohound)

    Plugins & behaviors

    • [Fix] Particle Spray can now be created then repositioned in the first frame without a trail being made (Davo)
    • [Add] Platform movement now has a new actions and expressions for 'local speed' so the values of speed will be the same with different gravity directions. (Davo)
    • [Add Platform movement now has 'additional velocity' which you can set to make the player move in the wind or along a conveyor belt (Davo)
    • [Add] Platform movement now has a 'inside obstacle' condition trigger - but this will sometimes trigger when you land on a moving platform so its still a wip (Davo)
    • [Fix] If you hold down the jump button, and then create an object with platform movement, the character would jump - this has been fixed. (Davo)

    Python

    • [Fix] The runtime will no longer crash if "Enable scripting" is checked and python scripts aren't used. (Rojohound)

    Effects

    • [Fix] Subtract.Fx now works correctly. (Rojohound)
  • This should all be doable with an extra 'step' parameter, right?

    For 1 to 10 step 2, or for 100 to 10 step -5, and so on.

  • Yeah, uni's gonna be a bit mad for a bit, so I think I might take the break I mentioned last week (at least I can relax now there's a solid build out!)

  • No, Construct 0.x only runs on Windows desktop, sorry. You could try making a HTML5 game in the Construct 2 preview, though (don't know which smartphones have HTML5 compatible browsers though).

  • I think excanvas does that to simulate canvas in IE, but it runs at literally 2fps.

  • R0J0 made a simple sound plugin. The editor doesn't have any support for importing sound files though - so you have to set up the sounds on the server yourself, and they don't play on preview. It's going to get done eventually, though.

  • Download Construct 2 public preview 28.4

    Link to release 28.3

    The crash on closing layout for some users should now be fixed. This was a really tough one which seems to have been something to do with OpenGL drivers - thanks to everyone in this thread for helping get it solved!

    Changelog

    • [FIX] Crash on closing layout
  • Oh, and...

    <img src="http://knowyourmeme.com/system/icons/1253/original/everything_went_better_than_expected.jpg?1257510959">

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  • Changes are on SVN. Thanks everyone, that's great!

    I made one more shotgun change on the suspicion the entire window destroy event was fired twice - it's one of those things that shouldn't be possible, but it seems like that's what really fixed it! I guess some OpenGL drivers have some bug (or just work that way, I don't know) where the window got destroyed twice for some reason. Really weird. Well, it's fixed! will push out 28.4 asap!

  • No crash and no check failure?

    Can anyone else confirm?

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Ashley

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