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Construct 2 Release r57

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

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

Tuesday, September 20, 2011

New this build: collision polygons and global objects!

Collision polygons allow you to make a shape around an object which is the area it collides with. This means objects can collide more realistically than the "bounding box" method before. You can edit collision polygons in the image editor, as shown:

Release 57 collision polygons

As you can see, you have the option to set the bounding box like it was before (which is faster). You can also get Construct 2 to guess the collision polygon. It can't read your mind so it'll never get it exactly perfect, but it gives you a good starting point to tweak and get the collision polygon you want, which helps save time.

Note existing projects opened in r57 will still use bounding box collisions. You'll need to manually 'guess' or edit the polygons to change it. However, new projects started from r57 will automatically guess polygons for imported images.

Be careful with collision polygons - if you add too many points it can make the game run slowly! Construct 2 warns you if you add more than 8 points, which should be OK for most objects. We've also updated the Space Blaster demo to use collision polygons, which actually improves the gameplay (no getting hit on your spaceship's bounding box corner!)

Global objects are pretty straightforward. They simply don't get destroyed at the end of the layout, and continue to exist in the next layout. You can make objects global via the properties bar.

That's all for now, more on the way!



Collision polygons. Can be edited in Sprite's image editor.


Global objects. This allows you to have sprites, arrays and other objects last between layouts. ('Global' pretty much just means 'don't destroy at end of layout'.)

Bug Fix

'Undo' after editing the origin or image points now works correctly

Bug Fix

Renaming objects could cause invalid expressions in some rare cases

Bug Fix

Check failure entering an expression consisting only of whitespace

Bug Fix

Possible crash hitting Ctrl+S (save) while dragging objects in the layout view

Bug Fix

Possible crash selecting back then next on instance variable parameters

Bug Fix

Triggers may have worked incorrectly in some cases


SketchDeluxe 7,563 rep

Genial ^^, realmente esperaba esta novedad


Tuesday, September 20, 2011 at 1:26:38 AM
pkeod 3,565 rep

Congrats on getting the investment! :)

I am super excited about these developments. You are doing things I have been begging that other company to do for years. You have all of my support.

Tuesday, September 20, 2011 at 1:29:17 AM
gaboduarte 13.8k rep

Just installed r56 :P

Awesome addition! At first I thought I wouldn't need the poly. collisions but I guess it will come in handy.

I was wondering - What's best for performance: A invisible collision rectangular sprite, or creating a collision polygon?

Thanks in advance! Keep up the (as always) great work!

Tuesday, September 20, 2011 at 1:41:55 AM
Ashley 202.3k rep

Comment by gammabeam

I was wondering - What's best for performance: A invisible collision rectangular sprite, or creating a collision polygon?
It's not much difference. A rectangular sprite basically has a four-point collision polygon (the four corners of the rectangle). Still, 5-8 poly points shouldn't be much slower than four.

Tuesday, September 20, 2011 at 1:45:42 AM
Noga 7,184 rep

Wow, two great additions, can't wait to try it.

Tuesday, September 20, 2011 at 1:57:42 AM
amarcelo 5,689 rep

Thx ! Thx ! Thx ! Great Improvements !

Tuesday, September 20, 2011 at 2:41:39 AM
danny 6,018 rep

Wow this came out super fast! Nice.

Tuesday, September 20, 2011 at 2:43:18 AM
EmperorIng360 1,945 rep

Happy to see such a requested addition. You guys are really cranking out the goods, ha ha.

Looking forward to future builds!

Tuesday, September 20, 2011 at 2:44:19 AM
Loathian 3,046 rep

Collision polygons will make it some much easier to implement games. Much appreciated!

Tuesday, September 20, 2011 at 2:52:26 AM
bobwaite1 4,883 rep

Wow, looking forward to purchasing this program! Awesome Job people, you all work SUPER fast!!! Probably won't be able to purchase it until January at the latest, could be as soon as a month though, dunno?! At the rate you guys are going you will reach v1.0 by end of October quite possibly will the sale still be valid after V.1.0?

Tuesday, September 20, 2011 at 2:56:27 AM
Tom 55.0k rep

@Bobwaite we can't say for sure at this stage how long early adopter prices will be available for, but we do promise to give fair notice before changing it! I'd say you're safe for a while yet anyway.

Tuesday, September 20, 2011 at 2:59:44 AM
shinkan 37.0k rep

r57 already?! I had no chance to play with r56 yet :D

Tuesday, September 20, 2011 at 3:14:43 AM
McKack 9,496 rep

Exactly what I needed for my current project, thanks!
This was probably ranked no. 2 on my wishlist for things to be implemented early on (families being no. 1)

Loving this steady flow of updates. I'm all giddy, looking forward to the next ones!

Tuesday, September 20, 2011 at 3:26:27 AM
Kyatric 76.0k rep

I was picking my jaw from the ground where it felt before writing this little comment.
Polygon collision (and global object) arrived a hell sooner than I thought it would.

Careful Ashley, you're giving your community bad habits, we will soon be ranting when a week goes by and no new release shows up [;)]

Add 1 to Ashley.mind-blowing_release

Tuesday, September 20, 2011 at 3:58:05 AM
Mystwalker 8,340 rep

Just wanna to say I am starting to get very impressed with yer dedication. Today I have "adopted" a license, you have my support . Where's the place to suggest features?

Weird my badge is not showing. Could it be cos my PayPal email is different than the one I signed here up with?

Tuesday, September 20, 2011 at 4:37:00 AM

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