Don't Miss Out

Follow us now so you don't miss new releases!

Construct 2 Release r133

There is a more up to date Stable Release! Download the latest Stable release instead here.

114.6 mb, Windows 8/Windows 7/Vista/XP

Thursday, June 6, 2013

New this build: image deduplication on export!

Image deduplication is an export-time optimisation. Any objects which have identical object images or animation frames will no longer export two separate images (or two images in a spritesheet); both will refer to the same single image. This reduces download time and image memory usage. This means you should be able to do things like clone entire object types, complete with all their animations, without adding any extra images to download or using any more image memory. Further, if you clone an entire object complete with all animations, then alter a single frame, Construct 2 should only export an additional image for that single modified frame (since it recognises the rest are still duplicates), and so on with further modifications. This also means if you have an animation with alternating repeated frames, e.g. in A B A C A D form, it will now only export images A B C D (whereas previously it would have exported all six frames, repeating frame A).

Image deduplication is processed in parallel, using all available CPU cores, so it should have minimal effect on export times. In fact it could actually speed it up, since it will no longer need to run PNG recompression on duplicate images.

Note a couple of limitations due to our particular engine: images set to use JPEG format are not deduplicated, nor are images between sprites and other objects (e.g. Sprite and Tiled Backgrounds). This is because Sprite images get spritesheeted, but other objects don't, and deduplicating between the two different formats would be complicated. However duplicate images between Sprites are still eliminated, and duplicate images between all other objects (e.g. Tiled Backgrounds, Particles etc.) are also eliminated; it's just the Sprite vs. non-Sprite images that are not eliminated. Hopefully this isn't a problem since I don't anticipate a lot of image content being duplicated between sprites and non-sprites.

There are also a few CocoonJS updates, including re-enabling the new accelerated Physics engine and enabling preview-over-Wifi via the CocoonJS launcher. Note however we've been working with Ludei on these with a private pre-release version of the launcher - these features won't work until the launcher is updated, so stay tuned for that.



Image deduplication on export


New 'node-webkit' option for system 'Is on platform' condition


Wrap behavior: new 'Wrap to' property to optionally wrap to viewport instead of layout bounds


Three new examples for the Touch object, showing how to pan, zoom and rotate a layout based on multitouch input


New 'Flying along' template game (like the classic helicopter rising/falling game)


Users with site wide licenses can now set the registry key HideLicenseLink to 1 (as DWORD) in HKCU\Software\Scirra\Construct2 to hide the 'View license' link in the About dialog.


Pathfinding behavior: 'Set diagonals enabled' action, 'Diagonals are enabled' condition


Physics behavior: conditions 'Compare velocity', 'Compare angular velocity', 'Compare mass'


Sine behavior: new 'forwards/backwards' mode, which moves object along its angle rather than just horizontally or vertically


CocoonJS export: now exports a stub index.html file which should allow games to run via CocoonJS on real browser platforms (since CocoonJS can now also compile for a wide range of platforms other than iOS/Android which use the non-browser engine)


CocoonJS: added support for preview-over-Wifi within the CocoonJS launcher for quicker testing. Enter the preview-over-Wifi URL in the 'Zip URL' field, but this probably won't work until the next CocoonJS launcher update is made public


Construct 2 now displays the .capx filename or project name (for folder projects) in the title bar


CocoonJS export: we've worked with Ludei to fix some bugs, and subsequently have re-enabled accelerated physics in this beta. It won't work until the new CocoonJS launcher comes out. Two known issues: disabling collisions isn't supported yet, and it's still broken when minified, but we're working on both issues.


Restarting a layout now also clears all pending 'Wait' actions. They are still not cleared if changing to a different layout.


Updated Closure Compiler to latest version


The maximum spritesheet size on export has been lifted from 512 to 2048 (the largest widely supported texture size). This may make some projects slightly larger to download, but it should save more memory at runtime, which we believe is more important.

Bug Fix

Changed WebGL renderer to use tri-linear filtering on power-of-two image sizes (for better quality when scaling down)

Bug Fix

Node-webkit: dragging an image file to a game without the node-webkit plugin would navigate the browser frame to that image

Bug Fix

Collisions could return a false positive in rare circumstances

Bug Fix

'Pick by UID' could pick instances that had been filtered out by previous conditions. This was a backwards incompatibility with r126 (and goes against the usual working of events); it now has been corrected and projects made in r126 should work the same again.

Bug Fix

Construct 2 no longer places dialogs off-screen when remembering their positions; it always moves them in to the visible screen area. This should fix a long-standing bug with dialogs disappearing when switching between different monitor setups (which could be worked around by pressing 'Reset dialogs' in preferences)

Bug Fix

Possible javascript errors using Browser object back/forward actions


Alcemon 3,913 rep

Thank you very much for the deduplication feature. I really opens up a lot of possibilities in my project

Thursday, June 6, 2013 at 3:22:36 PM
NaSTy 9,597 rep

Awesome! Thanks!! a new release!! new features for CocoonJS!

Thursday, June 6, 2013 at 3:23:22 PM
sheepy 6,903 rep

Cool! Thanks! Any time estimate for the next version of coccoonjs? ;]

Thursday, June 6, 2013 at 3:26:47 PM
luisgmolina 8,351 rep

Great!! very cool features.

Thursday, June 6, 2013 at 3:27:56 PM
sman118 7,820 rep

If I'm understanding this correctly, deduplication could be huge for cut scenes. For instance, I could create a base character body and then a sprite that just contained mouth shapes. Sequencing, 4 or 5 mouth shapes could be used as lip sync. I'm really excited about this. Thanks!

Thursday, June 6, 2013 at 3:29:32 PM
Pixel perfick 12.8k rep

Awesome, as always, Thanks...

Thursday, June 6, 2013 at 3:31:26 PM
Kurz 9,686 rep

it make my day

Thursday, June 6, 2013 at 3:37:20 PM
dodo021 5,814 rep

Very nice update ! I like the cocoonjs improvements. =)

Thursday, June 6, 2013 at 3:57:11 PM
Lordshiva1948 44.3k rep

Thanks very good stuffs

Thursday, June 6, 2013 at 4:01:01 PM
glerikud 21.1k rep

Awesome as always.

Thursday, June 6, 2013 at 4:04:43 PM
aahart 4,287 rep

Tuturu ! Awesome! Thanks!)

Thursday, June 6, 2013 at 4:07:23 PM
IKnowMyStory 9,472 rep

The image deduplication will be a tremendous benefit in my project. I was spending a lot of time trying to manage my image usage. Now I can move on to more design features and enhancements instead. Thanks for all the continued improvements.

Thursday, June 6, 2013 at 5:20:17 PM
Rhindon 15.5k rep

"Construct 2 now displays the .capx filename or project name (for folder projects) in the title bar."

BEST. UPDATE. In my opinion. LOL I'm always forgetting whether I'm using a .capx or a .caproj file during my editing of the same game. This will help greatly! THANK YOU!

Thursday, June 6, 2013 at 5:30:53 PM
AbelaNET 14.9k rep

Awesome thanks. Always happy to see new things in Construct 2.

Thursday, June 6, 2013 at 5:54:57 PM
rexrainbow 164.6k rep


"They are still not cleared if changing to a different layout." Why?
Or could C2 have an action to cleared all pending 'Wait' actions?

Thursday, June 6, 2013 at 5:57:24 PM

Leave a comment

Everyone is welcome to leave their thoughts! Register a new account or login.