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Construct 2 Release r47

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

Saturday, July 09, 2011

New this build - a brand new animations system!

Sprites can now be animated. The picture editor isn't any more advanced - you still need to import images from disk. However, you can assemble images in to animations, add multiple animations, and organise animations in to folders. Classic used sub-animations and animation angles; Construct 2 has ditched these in favour of a simpler folder system. It's intended that you use events to set animations and simulate animation angles if necessary. C2 won't try to set any animations for you.

Copy and pasting animations and frames is still missing, but there are some controls to duplicate frames and animations. Also, there's a much-missed animation preview!

The new UI uses floating windows for animations and animation frames, rather than Classic's fixed animations bar. This lets you arrange them as you like, and resize them larger if you have a big monitor or lots of content.

For projects stored in folders, animations are saved as sequences of numbered PNG files. There's a different folder for each animation. For example, a Sprite object with an animation named "Foo" will have its frames stored under \Animations\Sprite\Foo\000.png, 001.png, 002.png... (remember C2 is counting everything from zero!)

The animations system is a large amount of new code. It might have bugs, and those bugs could cause your work to be lost. Please make sure you back up any important work before using this build. This is a good idea for all new releases, but this one especially. If I've made a mistake in the saving code you could lose some images, so please don't have images which are only stored in C2 projects. Back them up somewhere else first.

As an added bonus, there's now an export options dialog! This lets you choose a subdirectory for all your images (useful when uploading to a server). It also gives you the option to compress the exported PNG images even more (still losslessly), using PNGCrush. This can save 10-20% off the download size of your exported project. There's also an option to automatically minify the javascript, using Google's Closure Compiler. That requires Java to run (a different thing to javascript!). If you don't have it you can install it from java.com, or just skip minifying.

That's all for now! It's a big release, so expect bugs, which can be posted to our new Bugs forum.

Also, in the general chaos that is my life at the moment, I've not got this build's changelog right now. There's a bunch of other changes and fixes, but I can't remember them all, so I'll update the changelog in a few days with the rest of the details. Heh, sorry! Animations and export dialog were the main things, anyway.

Changelog

Feature

Animations system

Feature

Export options dialog

Bug Fix

Some tweaks to try and stop buggy graphics drivers crashing


Comments

4
alspal 22.7k rep

Nice! I like the style of the anim editor.

Saturday, July 09, 2011 at 11:57:09 AM
2
cow_trix 9,574 rep

Great stuff Ash! With frame numbering, I see you've got it with three digits (i.e. 001.png). So can animations only be 999 frames long?

Saturday, July 09, 2011 at 1:13:19 PM
0
Kyatric 71.1k rep

Even if this new editor is cleaner, I miss having the animations standing in the Layers/Objects/Projects bar because any animation editing now requires a double click on the sprite (vs a single select click in CC and an eventual click to the correct tab).
It makes the animation editing a little bit longer/tedious.

Else, the wait was worth. The animations seem to work fine on my XP/FF5 desktop computer.

Also the popup on the exporter is interresting. The options propos

Saturday, July 09, 2011 at 1:31:58 PM
2
Ashley 195.5k rep

Comment by cow_trix

Great stuff Ash! With frame numbering, I see you've got it with three digits (i.e. 001.png). So can animations only be 999 frames long?
No, they can be longer, they'll just start 1000.png, 1001.png etc. But I think it's crazy to have such a long animation!

By the way, animation preview seems to be broken in this build - a silly little mistake on my part. I'll have a fix out soon, I'll just give it a little longer to see if there are any more mistakes.

Saturday, July 09, 2011 at 2:48:55 PM
1
Kiyoshi 13.3k rep

Great release ! Gonna test it right now ^__^

Saturday, July 09, 2011 at 3:46:38 PM
1
ludodesign 30.6k rep

I want test now. But is birthday of my girlfriend. This way, I will test it more late. Good work people. Animation is a big part.

Saturday, July 09, 2011 at 4:09:39 PM
0
shinkan 36.0k rep

Comment by Kyatric

...animation editing now requires a double click on the sprite (vs a single select click in CC and an eventual click to the correct tab).
I think it's better. Now when you enter sprite editor you have it all in one place: all animations (which eventually you will be able to do more stuff with frames) and image editor, and you can still do other stuff while image editor is open!

How much time you need to double click? 10ms ;P

One more thing, would be awesome to be able to open two image editors for two different sprites simultaneously. To compare or exchange frames between sprites.

Saturday, July 09, 2011 at 4:42:54 PM
0
Ethan 12.1k rep

Nice build, but it really bugs me that comments start at the bottom.

Saturday, July 09, 2011 at 5:02:06 PM
0
Kiyoshi 13.3k rep

One problem though : You have to go and open an image for every single frame.

Saturday, July 09, 2011 at 5:41:42 PM
0
Kyatric 71.1k rep

Comment by shinkan

How much time you need to double click? 10ms ;P
Whatever the time it takes, it is longer than on CC. Meaning that making the same type of project in C2 that would take less time in CC will add to the time-making of the project.

Ofc on one double click it is negligible. On a thousands of double clicks in a row you can start to feel the difference and the loss of time.

The ideal would be to have in the right bar the frame organization (and access to the properties of the frame) as it used to in CC, and then when double clicking having access to finer adjustements.

Saturday, July 09, 2011 at 6:03:53 PM
0
shinkan 36.0k rep

Comment by Kyatric

Ofc on one double click it is negligible. On a thousands of double clicks in a row you can start to feel the difference and the loss of time.
Can't agree with that.
Oh well, one likes strawberrys other likes plain berrys ;P

Saturday, July 09, 2011 at 6:18:21 PM
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Kyatric 71.1k rep

Comment by shinkan

Can't agree with that.
Oh well, one likes strawberrys other likes plain berrys ;P
Nothing to see with tastes, I'm talking about efficiency of work.
One click is faster than two clicks. I can't see how you would discard this obvious fact.

Saturday, July 09, 2011 at 7:00:07 PM
0
shinkan 36.0k rep

According to Microsoft's MSDN website, the default timing for mouse doubleclick in Windows is 500ms.
CC Input System plugin is set by default to 400ms.
Can't find any info about Keyboard&Mouse object.

Average of that is 450ms for doubleclick. Now calculate time you need from: selecting sprite - to - do some chages in it.
You really think you waste your time?

Saturday, July 09, 2011 at 7:13:20 PM
0
Arima 27.9k rep

I agree that comments in this section bottom to top is somewhat odd and inconsistent with the rest of the site. I would prefer top to bottom comments as well.

At 1024x768, the animation frames panel is underneath the taskbar, and I had to move the taskbar out of the way to access it. There are still a few people running at this resolution, so maybe moving the panel up a little would help.

Instead of the oops message when trying to double click another sprite with the animation editor open, I think it should simply ask to save changes and then open it for the new sprite.

Having the animation/frame properties in the properties panel can be a bit confusing at first if that panel is set to auto hide. I think I might prefer it if they were in a floating panel that appeared as well.

Is there really a benefit to being able to leave the animation editor open while doing other things? I tried it and it seemed kind of odd. I think I liked it better

Saturday, July 09, 2011 at 8:34:50 PM
0
Arima 27.9k rep

Argh comment was cut off - when it was modal.

Trying to set a animation frame to a float like 2.2 freezes the runtime.

Other than that, nice work as usual! Thanks for coming back to work on this, David! I hope hot spots are next?

Comments bottom to top is extra weird in this case, with the second half of my comment being above the top half. :/

Saturday, July 09, 2011 at 8:37:00 PM

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