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Construct 2 Release r166

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

Monday, April 07, 2014

New this build: support for universal Windows Store apps (covering both Windows 8.1+ and Windows Phone 8.1+), and auto-joining rooms with the Multiplayer object! You can now also use the Multiplayer object in the Free edition in preview mode, but cannot export projects using Multiplayer features. This allows trying out the multiplayer features without a license. You can still test with a friend over the Internet by getting them to install C2 and sending your .capx for them to preview as well. However the Free edition cannot export projects using the Multiplayer object.

Please note work for memory management in Ejecta is still in the works - we haven't forgotten about it, but it's not supported yet.

Universal Windows Store apps

Announced just last week along with Windows Phone 8.1, universal Windows Store apps allow you to have a single app which you can submit to both the Windows Store for desktops/tablets and the Windows Phone store, for Windows 8.1+ and Windows Phone 8.1+. This requires Visual Studio 2013 with Update 2 also installed.

Windows Phone 8.1 is also a great update for HTML5 games. Previously Windows Phone 8.0 was difficult to work with: it was an ordinary C# app with a web view control embedded that ran the actual game, and the web view had many features missing (including crucial things like polyphonic audio playback). Windows Phone 8.1 now uses the same model as Windows 8: it's a true HTML5 app, and has compatibility with Windows 8.1 - including polyphonic audio and AAC (.m4a) audio support, WebGL support, and support for Windows 8 in-app purchases! Currently you can only test your Windows Phone 8.1 games in Visual Studio's emulator, but it should be a good way to get ready before the update goes out.

We've also decided to merge the 'Windows 8' and 'Windows Phone 8' export options in to a single 'Windows Store' export option. This still allows you to choose the old Windows 8.0, Windows 8.1 or Windows Phone 8.0 export options if you need them, but we strongly recommend using the new universal option if you're targeting either Windows 8.1 or Windows Phone.

Note a quirk with the universal app exporter: for some reason, the package.appxmanifest file for Windows Phone doesn't update when you create a test certificate for the Windows package.appxmanifest file. This will throw up an error when you try to test the Windows Phone build. The workaround is to edit both package.appxmanifest files and copy across the 'Publisher' attribute from the 'Identity' tag. We're not sure if this can be worked around, but it shouldn't be a serious hold-up.

Auto-joining rooms

When designing multiplayer games, often there's a limit to the number of people you want in each room. For example a multiplayer pong game might only work with 2 people per game, and you don't want any more peers to join after that. Previously this was tricky to manage if you wanted to organise lots of players in to separate games.

"Auto-join room" is similar to "join room", but once a room is full it tries another room. For example auto-joining "myroom" with 2 max peers will put the first two joining players in to "myroom", the next two joining players in to "myroom2", the next two in to "myroom3", and so on. In other words, players get automatically assigned in to separate games with the correct number of players.

You can also optionally "lock" a room once it becomes full with this method. A locked room cannot be joined. Suppose you have players auto-joining rooms with 4 peers, and both "myroom" and "myroom2" are full. If a player quits "myroom", it now only has 3 peers. If the room is unlocked, the next auto-joining player will join "myroom" again to top it up back to 4 peers. However if you choose to lock rooms when they become full, in this case the next auto-joining player will be sent to start "myroom3" instead of joining "myroom", since "myroom" was locked when it first became full. This might be more suitable for games which don't want to accept late-joiners after the game has begun. Once the host leaves "myroom", the room is reset and the next auto-joining player can join it again.

Changelog

Feature

Support for universal Windows Store apps (Windows 8.1+ and Windows Phone 8.1+)

Add

IAP: should now work on Windows Phone 8.1 when exported as a universal Windows Store app

Add

Multiplayer: 'Auto-join room' action

Change

Multiplayer: can now be used in the Free edition, in preview mode only

Change

Node-webkit preview mode now explicitly passes --ignore-gpu-blacklist when launching the preview. Hopefully this makes node-webkit preview fast again on XP and Vista. However after exporting you'll need to add a similar workaround yourself (e.g. by creating a shortcut to the EXE with that parameter), because although the switch is in the manifest file it doesn't seem to take effect.

Change

Ejecta: updated plugin and exporter icon and description

Change

Multiplayer: 'disconnect from room' action now also leaves the room on the signalling server, so you can join another room again without needing a separate 'leave room' action.

Bug Fix

Bugfixes submitted to Ejecta: device orientation 'alpha' and 'gamma' were reported the wrong way round; fixed possible "turbo" mode when resuming. Re-download Ejecta to get the fixes.

Bug Fix

Ejecta plugin: 'Is Game Center authenticated' condition was broken

Bug Fix

Multiplayer: 'Sync object' and 'Sync instance variable' should now both work with families

Bug Fix

System: 'Pick overlapping point' did not always work

Bug Fix

IAP: 'add product IDs' didn't work in Ejecta

Performance

Some further event engine optimisations, particularly aimed at making triggers faster to fire


Comments

6
Nutzaboutpoker 4,561 rep

Great Update! Have you guys had any discussions with MS regarding adding Xbox One support? It's my understanding that this new "universal" setup also supports the Xbox One console. Thanks again for the great updates!

Monday, April 07, 2014 at 3:22:59 PM
3
Ashesh 6,365 rep

Great! Brilliant technology!

Monday, April 07, 2014 at 3:23:22 PM
2
DatapawWolf 30.1k rep

Can't wait to implement the auto-join feature! I plan on leveraging it with my current game design, which is sort of like those old tower defense games where you get a targeting reticle and can upgrade weapons to defend their peers. :)

Monday, April 07, 2014 at 3:29:38 PM
3
aruche 4607.5k rep

Great job!

Monday, April 07, 2014 at 3:31:32 PM
3
gammabeam 13.2k rep

Fantastic update as usual!

Monday, April 07, 2014 at 3:32:10 PM
3
iceangel 30.7k rep

Nice, good, thanks Scirra.

Monday, April 07, 2014 at 3:38:33 PM
3
Mishfire 2,168 rep

I guess its time to buy a windows phone and start testing. Great update!

Monday, April 07, 2014 at 4:06:57 PM
3
jayderyu 14.8k rep

@Ashley
Thanks Ashley. These updates roll out recently have been large. I know your busy, but anyway for the Spriter support updating to be coming. Lucid updated the Plugin to support deformation, CharacterMaps(drool), audio and collision boxes I think function calls too. However there apparently needs to be support on the C2 engine side to support them.

Monday, April 07, 2014 at 4:10:45 PM
3
felixsg 8,924 rep

thanks vey much

Monday, April 07, 2014 at 4:13:32 PM
3
smsanthosh 2,410 rep

Wow really cool features.... Keep Moving..... Thankss...

Monday, April 07, 2014 at 4:21:23 PM
3
ferrod 16.7k rep

Thanks team for the work.

Monday, April 07, 2014 at 4:47:31 PM
3
Louis 795 rep
Great Update! Have you guys had any discussions with MS regarding adding Xbox One support? It's my understanding that this new "universal" setup also supports the Xbox One console. Thanks again for the great updates!
quoted from Nutzaboutpoker

agree

Monday, April 07, 2014 at 4:58:39 PM
3
qu0y 3,069 rep

Love you Ashley.

Monday, April 07, 2014 at 5:15:27 PM
3
Kurz 9,031 rep

Ooh! My lovest optimisations!

Monday, April 07, 2014 at 5:21:42 PM
3
raks 442 rep

Lovely technology! :D

Monday, April 07, 2014 at 5:43:56 PM

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