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Construct 2 Release r164

This is an old Beta release! Download the latest Beta release instead here.
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123.6 mb, Windows 8/Windows 7/Vista/XP

Friday, March 14, 2014

New this build: the first release of the new Multiplayer plugin! This means for the first time you can now build multiplayer games with Construct 2! This has been in the works for a long time now and we're excited to be able to finally launch the first public beta test of the plugin.

Multiplayer

Designing multiplayer games is difficult. It is strongly recommended to go through all three multiplayer tutorials when they are ready, otherwise you will likely be unable to get anything working at all. The tutorials include:

The chat room and real-time game examples now come with Construct 2 so you can try them out. They are carefully designed and well-commented, but the tutorials go in to even more detail.

We are also running a demo game live on the web here where you can see how it works: Play Ghost Shooter: Multiplayer!

The Multiplayer engine is in beta and is not currently available in the free edition. We've run real-world tests already, but as with all new features it's likely there will be issues. There may also be downtime if our signalling server crashes or has other issues during the beta, but we'll do our best to keep it running. Also note the signalling server has a maximum of 50 peers per game for the period of the beta test only, so please don't try to overload it or publish any real games which you'd expect significant traffic from.

Parameter evaluation optimisation

Also new this build is an optimisation to the event system to eliminate redundant parameter evaluation when dealing with multiple instances. Normally a condition or action parameter is evaluated for each instance. For example take the following action:

Sprite: set instance variable 'foo' to Self.X + cos(Self.Angle) * Self.Speed

If there are 100 instances of 'Sprite', as you would expect this sets each of their instance variables independently, so each gets its own correct result depending on its own X, Angle and Speed values. However if you used an expression which doesn't depend on each instance's value, like this:

Sprite: set instance variable 'foo' to globalA + cos(globalB) * globalC

Previously the engine would still have evaluated that expression 100 times, once for each instance again. This is wasteful because the result is the same every time, so 99 of the evaluations were redundant. As of this build, the event engine can now identify this expression does not vary per-instance, evaluates it once, and then re-uses that value for all 100 instances. A cursory measurement indicated this could save about half all the parameter evaluations in a real medium-sized project. We don't know if this will make a significant impact to real-world projects out there, but everything helps with performance, especially on mobile. Hopefully this will help reduce CPU usage for large projects using lots of instances. Let us know if you notice any measurable differences.

Third party plugin developers note: this could possibly break some plugins if you implement expressions which return different values every time they are called. For example we have specially taken in to account the system random() and choose() expressions since they still return different values every time and the same result can't be re-used for other instances. If you notice any problems please get in touch and we'll figure something out.

Changelog

Feature

Multiplayer engine. Currently only available with a license.

Add

New example: Multiplayer - chat room (see the walkthrough tutorial for a detailed explanation of this)

Add

New example: Multiplayer - real-time game

Add

Text box: 'Scroll to bottom' action (useful for textareas)

Add

Event sheet view: new 'Screenshot selection' option (or press F8). Copies to the clipboard an image with the selected events correctly cropped. Useful for creating tutorials.

Change

Node-webkit: updated to version 0.9.2

Change

Node-webkit: we have decided to try disabling the GPU blacklist for the Windows builds only, due to Google's decision to always blacklist GPU acceleration on XP and Vista. Consequently node-webkit will always use hardware-accelerated WebGL on Windows. This will make some systems with buggy drivers susceptible to glitches or crashes since they would previously have got a slower but working software renderer, but we think this may be a better result than no GPU acceleration on XP or Vista at all. Note the GPU blacklist is still in effect on Mac and Linux. We're interested on feedback on this.

Change

If there is an error loading an image (so the progress bar turns red), the error is now logged to the browser console

Change

System 'Pick by comparison' can now also accept strings

Change

Event sheet view: 'Escape' no longer scrolls to top if no search term entered

Change

Event sheet view: adding a sub-event to an empty group now always expands the group so you can see what you added

Change

On the Windows 8 Store, it appears in production 'On successful purchase' could fire with 'Has product' still returning false for that product. Now both the Windows 8 plugin and IAP plugin internally check 'Has product' before firing 'On successful purchase'; otherwise it will fire 'On failed purchase'.

Change

Windows 8, Windows Phone 8, Crosswalk, BB10, PhoneGap and Tizen exporters: all still had the offline cache enabled, which is redundant when these are offline exporters anyway. The offline cache has now been removed for these platforms, which may improve loading times.

Change

List: no longer adds an empty item on startup if the 'Items' property is empty

Change

IAP object: now appears in the Free edition, but will prompt to purchase a license if you insert it

Bug Fix

Image editor: possible crash after pasting image, unselecting then cropping

Bug Fix

Event sheet view: possible crash undoing after 'Replace object'

Bug Fix

Platform behavior: possible crash saving game state while overlapping a jumpthru

Bug Fix

Workaround for yet another Safari on iPhone orientation bug when switching in to landscape on iOS 7.1. However the new minimal-ui state in iOS 7.1 makes iPhone games much more playable, with a larger usable area of the screen.

Bug Fix

Sometimes closing the image/animations editor with Alt+F4 would preview the project

Bug Fix

Mouse or Touch object with 'Use mouse input' could block form controls from unfocusing

Bug Fix

Shaders which use highp precision should now work on devices without highp support by falling back to mediump precision (note: third party shaders are not updated; see the preprocessor code we use to define highmedp at the top of the CGA effect for an example)

Bug Fix

Turret behavior: 'Acquire target' now can target any instance from the given object, not just the first

Bug Fix

Windows Phone 8: AJAX now uses the non-standard ActiveX-based XMLHTTP, which can successfully request local project files. (All other platforms still use the standard-compliant XMLHttpRequest)

Bug Fix

Browser: 'Invoke download' did not work after exporting with minification

Bug Fix

Sprite: animations could fail to load in the editor after a particular sequence of saving and renaming an animation

Performance

Event system now evaluates parameters more efficiently when dealing with multiple instances


Comments

7
Joskin 6,089 rep

Thanks Scirra !

Friday, March 14, 2014 at 2:32:20 PM
6
RamPackWobble 30.9k rep

The wait is over.Multiplayer !

See you all ingame soon ....

Thanks Scirra.

Oh and Joskin - shame on you having two of the lightning slots :)

Friday, March 14, 2014 at 2:32:31 PM
6
AnD4D 10.8k rep

Scirra for the win!

Friday, March 14, 2014 at 2:34:37 PM
5
Thijsku 2,924 rep

Whoooo, I can't wait to play around with the Multiplayer! Scirra, you got a real goldmine in your hands.. keep up the good work! :D

Friday, March 14, 2014 at 2:37:25 PM
3
Joskin 6,089 rep
Oh and Joskin - shame on you having two of the lightning slots :)
quoted from RamPackWobble

Oh yes sorry ! But I took guests slots ! :)

Friday, March 14, 2014 at 2:37:30 PM
5
alison94 460 rep

Any CocoonJS plugin Update... It's very sad. :(

Friday, March 14, 2014 at 2:39:23 PM
6
NRABrazil 8,878 rep

Thanks Scirra!!

Friday, March 14, 2014 at 2:40:37 PM
6
DatapawWolf 30.8k rep

Well congratulations on your first multiplayer release, Scirra! :)

I look forward to purchasing a license even more now, hahah.

Friday, March 14, 2014 at 2:41:37 PM
5
Cianain 6,157 rep

wow! keeps getting better and better...

Friday, March 14, 2014 at 2:42:00 PM
3
bhentz 2,144 rep
Oh yes sorry ! But I took guests slots ! :)
quoted from Joskin

i never get the lighting slots :( .. give me one please

Friday, March 14, 2014 at 2:45:52 PM
3
RamPackWobble 30.9k rep
Oh yes sorry ! But I took guests slots ! :)
quoted from Joskin

I am surprised that I'm was not on the list a half dozen times - in my excitement at seeing the download I must have clicked every button going :)
(the F5 on my keyboard is almost worn out refreshing the "latest download" page...)

Friday, March 14, 2014 at 2:49:09 PM
5
Mike Mead 2,392 rep

YOU GUYS <3 <3
Also: Congrats on your upcoming millionth download!

Friday, March 14, 2014 at 2:53:22 PM
5
RBuster 8,051 rep

WOW! Construct 2 with multiplayer resource? Very nice. Thank you, Ashley/Tom. You're the best.

Friday, March 14, 2014 at 2:58:16 PM
5
iceangel 32.6k rep

big news!, thanks guys.

Friday, March 14, 2014 at 3:00:00 PM
4
KazaaMafia 8,978 rep

Finally!! Thanks!!

Friday, March 14, 2014 at 3:10:02 PM

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