Ashley's Recent Forum Activity

  • Windows defender would probably pick up any attempt to modify the registry

    I doubt it would since almost all applications modify the registry as a matter of routine. Bearing in mind almost any system you come up with can be cracked, I'd come up with some basic system that writes something to the registry, simply to prevent casual piracy where you can copy/paste files to someone else and it works.

  • I couldn't repro, and the bug was automatically closed due to no response (maybe the bot was overzealous, it looks like you did respond there). Re-open it, closed bugs are permanently ignored and won't be looked at again. However, if I can't reproduce it, there's basically nothing I can do. Do you know any particular software/hardware that affects it? Judging from the tracker history, I didn't have enough information to act on it.

    "Will you fix <insert bug here>?" is a common question that comes up from lots of people following new builds. Of course we want to fix all problems if we can. The best you can do is ensure there's an open tracker item about it, and provide as much information as possible so a developer can reproduce the issue and investigate. If it's really causing you problems (eg. collisions don't work or similar) set the priority higher and someone might be more likely to look at it. But we can't guarantee anything.

  • Well, make a .cap in an early version, load it in 0.99.7, and if anything's different, put the .cap on the tracker with the usual details (repro/expected/result).

  • I haven't touched any of the layer effect code for months myself, so I don't see why this would have suddenly changed. Have you got a before/after .cap that demonstrates an actual difference? Are you sure you're not setting it up wrong?

  • The runtime stretches the texture like the layout editor shows. Canvases have always used as much VRAM as their overall size is (I wouldn't recommend canvases bigger than the size of the window), so this doesn't affect that.

  • OK, that one's fixed in next build.

  • Yep, CVS sucks. I have to say, TortoiseSVN is a fine, fine piece of software. That, with an SVN repository, is probably the nearest thing to perfect source code control I have ever used.

  • Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?

  • Download Construct 0.99.7 (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 (0.99.62) changelog

    A shiny new build! Kudos to Davo this time around for lots of fixes. We've managed to fix a lot of problems across the IDE, runtime, plugins and behaviors. Hopefully this should mean an overall increase in stability, but as usual we're being cautious and going to trial this as an unstable release first, especially since Davo has changed a lot of event code.

    Full changelog

    Breaking changes

    • [FIX] Canvas: private variables were broken (took string parameters instead of private variable combos!) - although they now work, any existing .caps attempting to use canvas private variables will need to edit every canvas private variable action, condition or expression, correct it, then hit OK before the application will run.

    Editor

    • [FIX] Game icons can have an alpha channel.
    • [FIX] 'Copy as text' for events now copies text in a sensible format much more readable than before. You can now use this to paste events readably to the forum. Example of an event from Ghost Shooter copied as text:

    + Bullet: On collision between Bullet and Monster

    -> Monster: Add 1 to 'Hit count'

    -> Bullet: Spawn object Explosion on layer 1 (image point 0)

    -> Bullet: Spawn object Light on layer 2 (image point 0)

    -> Bullet: Destroy

    -> Explosion: Set angle to random(360)

    -> Monster: Set 'Chase countdown' to 150

    • [CHANGE] Rewrote the event exporter that handles preprocessing of triggers. New design is very easy to maintain and flexible, but if anyones events stop working right this could be the cause of it. Davo has promised to upload a video of him slapping himself to youtube if this does not work.
    • [CHANGE] Changed the name of the system actions 'Set layer zoom offset' and 'Set layer zoom rate' for better clarity

    Picture Editor

    • [ADD] The custom collision mask button now works, allowing you to quickly and easily edit the collision mask of a frame in an object. This was available in right mouse menus in the animation editor, but now you can easily edit an image in the picture editor itself.
    • [ADD] 'Step' is back, and this time it works It should default to 30 and make big soft brushes look really soft as the 'brush splats' are spaced apart.

    Runtime

    • [FIX] Runtime reported object count incorrectly after loading a saved state.
    • [CHANGE] Modified layer zoom so layer zoom offset is applied after the zoom rate. This means if you set the zoom rate to 0, you can still make a layer zoom in and out (eg for an interface)
    • [ADD] Eye distance (3d) - Used to determine how far away the viewer is from the layout 'wall'. If a 3d box goes goes higher than this amount it will start to disappear. By default its now 500, in older projects it 100.

    Plugins

    • [ADD] 3D box: raise scale parameter. As of this build a cube of 64x64x64 is a cube, but older versions 64x64x20 is a cube, so a 'raise scale' has been added so recent projects wont be affected
    • [ADD] XAudio2: 'Timescale audio' option, which if disabled prevents XAudio2 changing audio frequency with timescale.
    • [FIX] Panel Object - ObjectName('variablename') to obtain private variable works now
    • [FIX] Panel Object - The filter and opacity of the object now get used
    • [FIX] Panel Object - Non Square panels now render correctly
    • [FIX] Box Object - Now draws in both the layout editor and the runtime correctly (within the boundaries)
    • [FIX] Mouse & Keyboard - Set Control State now works ( the player number wasn't being processed right)
    • [FIX] Tiled Background - when non-power-of-two texture is used, runtime will overlap tiles by one pixel. The layout editor now looks the same as the runtime in this case.
    • [FIX] Edit box: load from file didn't always load strings correctly.
    • [FIX] 3D box: was disappearing sometimes (again)
    • [FIX] 3D box: Pitch and Yaw now work (thanks Shviller!)
    • [FIX] Xbox 360 controller - Button problems fixed
    • [FIX] Canvas: cropping or invisible if not scrolled to 0,0 on start of layout
    • [FIX] Canvas: Doing any kind of drawing at the start of the frame now works.

    Behaviors

    • [FIX] Custom Movement - No longer crashes when it uses actions with object params with 0 instances
    • [FIX] Physics - Can now change the mass at runtime. Use 0 to make immovable
    • [FIX] Physics - Fixed glitches with placing points on the custom collision masks
    • [FIX] Platform Movement - You no longer vibrate on moving platforms or fall through them if they move up.
    • [FIX] Platform Movement - Jump Sustain works when the gravity angle isn't down
    • [FIX] Platform Movement - Acceleration and Deceleration now work correctly
    • [CHANGE] Platform Movement - If you use the xbox 360 controller you can control the max speed of your player
    • [FIX] Platform Movement - If you hit a sideways spring and were moving at a high speed, you would instantly snap to the max speed. Now it decelerates
  • I don't know why it would reset... do you know anything in particular that causes it to reset?

  • It's deliberate that everything gets reset after a new install. It intentionally clears the registry, in case we changed the format of some of the registry data, which would crash the new build if old data was left in the registry.

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  • Mouse & Keyboard should be picking the affected sprites properly. However, you could try working around it by throwing a "For each sprite" condition above it.

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Ashley

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