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Construct 2 Release r144

This is an old Beta release! Download the latest Beta release instead here.
Download

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

Friday, September 13, 2013

New this build: debugger breakpoints! This is an initial release, and it doesn't yet support everything we want it to, but hopefully we will be adding more support over the next few releases.

Debugger breakpoints

Breakpoints allow you to mark an event, condition or action. Then when you run in the debugger, when it reaches that event, condition or action, it will pause and highlight it in the editor. This allows you to then browse the state of the game in the debugger at a specific moment in the events. You can even then step through your entire event sheet, going through events, conditions and actions one by one, watching the state of variables and seeing how everything changes. It should be extremely helpful for identifying why some events are not doing what you want them to.

Here's how it works: press F3 or use the ribbon or right-click menu Toggle Breakpoint options to set a breakpoint. Below a breakpoint is set on an event block, meaning it will pause just before it runs the block (so before any conditions have been tested or any actions run). Currently it is marked with a red square, but we'll have a nicer icon soon!

A breakpoint set on a Construct 2 event

Then we run the debugger. When the event is reached, the game pauses. The debugger says Hit breakpoint: Game events, event 35, and the editor highlights the event to show it's about to be executed:

Hitting the breakpoint

We can use the rest of the debugger to view, watch, or edit variables - in exactly the state they are just before the particular highlighted event is run. Pressing Continue in the debugger will resume the game, until the breakpoint is hit again.

Breakpoints can also be set on individual conditions or actions. Here a breakpoint has been set on the Destroy action:

A breakpoint on an action

Now the debugger breaks just before that action runs. This means all the conditions must have tested as true before the debugger pauses on the action. So the game keeps running, and then when an enemy's health reaches 0, it pauses and highlights the action:

Hitting the action breakpoint

Again we can inspect or change things from the debugger before continuing. We can also hit the Next button (or press F10) to step to the next action, condition or event:

Advancing with the 'next' button

Now the Destroy action has been run - and the object disappears in the preview window. By repeatedly pressing Next (or F10) you can advance all the way through the event sheet, event by event, condition by condition, action by action, with a real-time view of everything in the debug inspector, and seeing the display of the game update after each step as well. You can even set and remove more breakpoints during preview, or while paused on a breakpoint!

Breakpoint limitations

Due to the complexity of this feature, it has a couple of limitations at first. We will do our best to resolve this in future releases, but for now:

  • You cannot set breakpoints anywhere inside a triggered event. This includes any sub-events to triggers.
  • You cannot set breakpoints anywhere inside a looping event (with looping conditions like Repeat or For Each). This includes any sub-events to looping events.

We're aware these are fairly serious limitations. However it is quite difficult to support these, and since our policy is to release early and often, we thought it would be best not to delay any longer and ship a beta where you can at least debug ordinary non-triggered non-looping events.

Due to the architecture of Javascript, modern browser technology, and the fact we allow third party plugins using an SDK, it may be difficult to ever support breakpoints in triggers. We're aware many users have projects that make heavy use of functions, so we will do our best to at least support breakpoints in function calls. Hopefully we'll be able to add support for breakpoints in looping events in an update in the near future.

In the mean time happy debugging, and please be sure to report any issues you encounter to our Bugs forum!

Changelog

Feature

Debugger breakpoints. Support for breaking in looping events or triggers may come in future.

Add

New 'Upgrade' tab on ribbon in Free edition. Does not appear in the Steam edition nor when a license is in use. Note the icons are temporary and will be updated soon.

Add

Sprite Font: 'Set blend mode' action

Change

node-webkit: updated to 0.7.3

Change

Start page: the Twitter feed has been removed for the time being.

Change

Windows Phone 8 export: now includes the CSS "@-ms-viewport { width: device-width; }" to try and avoid misaligned rendering

Change

AJAX plugin: no longer tries to set the Content-Length header of POST requests, since this is not actually allowed by the standard

Change

Parameters dialog: now has a maximum height, to help avoid large expressions corrupting the dialog. Note you should never paste large amounts of data in to expressions; using project files is strongly recommended.

Bug Fix

Memory leak in OR blocks that could cause high CPU usage/degrading performance in r143

Bug Fix

CocoonJS: fixed a possible javascript error using CocoonJS accelerated physics. Note there are still some physics features that will cause a javascript error in CocoonJS when using accelerated physics, e.g. revolute joints. Ludei are working on this.

Bug Fix

WebSocket: Javascript error if connecting to invalid IP or address

Bug Fix

AdjustHSL/mask shaders: another case of handling alpha incorrectly when lumincance adjusted

Bug Fix

Exporting projects with a dot at the end of the name didn't work, since Windows doesn't like folder names ending with a dot. Now it removes the trailing dot if any.

Bug Fix

Event sheet view: event numbers could sometimes appear italic or bold

Bug Fix

Attempted fix for 'Edit theme' dialog not showing color picker popups on Windows XP

Bug Fix

Text object: TextHeight expression now takes in to account the line height

Performance

Form controls (Text Box, Button and List) engine CPU usage now significantly reduced, especially when using lots of controls.


Comments

5
OneMuppet 6,516 rep

Nice work guys!

Friday, September 13, 2013 at 3:22:37 PM
4
Paradox 40.6k rep

Ah, new version. Looks like it's going to be a good day.

Friday, September 13, 2013 at 3:24:36 PM
3
Tepoo 1,144 rep

Awesome, will download it immediately and work with it :-D

Breakpoints... whohohohoho!!!!

Friday, September 13, 2013 at 3:25:00 PM
4
jogosgratispro 22.6k rep

For just one programmer, you are very productive. Congrats!

Friday, September 13, 2013 at 3:25:20 PM
10
thehen 11.9k rep

This is awesome, I don't know how I lived without the debugger now.

Friday, September 13, 2013 at 3:26:49 PM
3
EncryptedCow 8,141 rep

:) woohoo!

Friday, September 13, 2013 at 3:27:21 PM
4
gillenew 25.3k rep

incredible, debbuger is more powerful with each update!

Friday, September 13, 2013 at 3:30:43 PM
7
Eisenhans 19.8k rep

The march towards a truely professional development environment continues.. we've come a long way so far, and I'm really happy the debugger gets so much love.

Friday, September 13, 2013 at 3:31:06 PM
4
Wastrel 11.8k rep

The debugger is such a useful addition. Breakpoints make it even better.

Nice work guys!

Friday, September 13, 2013 at 3:32:05 PM
3
Cipriux 18.7k rep

Breakpoints? I had to wash my face twice to make sure I'm not dreaming. This will make debugging a walk in the park . Very nice update !!!

Friday, September 13, 2013 at 3:33:45 PM
3
scaciga 3,546 rep

thanks guys

Friday, September 13, 2013 at 3:39:21 PM
4
SgtConti 4,931 rep

Breakpoints, and Performance increase, new node webkit, great stuff ;)

Friday, September 13, 2013 at 3:39:42 PM
3
Kurz 9,636 rep

I love the Performance badge ! ))

Friday, September 13, 2013 at 3:41:29 PM
4
mammoth 9,272 rep

Best engine ever!

Friday, September 13, 2013 at 3:41:39 PM
4
Yaffare 1,127 rep

Cool ! Awsome work !

Friday, September 13, 2013 at 3:43:09 PM

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