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Construct 2 Release r69

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

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

Wednesday, November 23, 2011

Tom works at least as hard as I do, but in a less visible way, so he doesn't always get the credit. Today is different though: Tom has done a huge amount of work and got the official Scirra Arcade up and running. It's the very first release so there may be a few kinks to work out, but we're very excited about it and have a lot of plans for what we can do with it in future too. There aren't many HTML5-only arcades around (they usually have some of that pesky Flash around!) so this gives you a shiny new place to show off your game. This build can export your games to a zip file that you can upload to the Arcade - see the tutorial on uploading to the arcade for more information (since it's early days there are a couple of limitations too, so make sure you read up).

The rest of this build is generally maintenance: watch out for the breaking change with auto-mirror, and WebGL should work a bit better now too. Hopefully this means you can upload WebGL-enabled games to the Arcade for better performance!



Export to the Scirra Arcade.


Event sheet view keyboard shortcuts: Space to expand/collapse groups, D toggles selection disabled, E or num pad + adds event below, Shift+E or num pad - adds event above, S adds subevent, B adds blank subevent, C adds a condition, Q adds a Qomment, A adds an action, G adds a group, N adds an Nclude and V adds a variable. Thanks to Arima/Tokinsom for suggesting. More in this tutorial.


Breaking change: Sprite's 'auto mirror/flip' property has been removed. Instead Sprite now has two actions: 'set mirrored' and 'set flipped' which allow you to control this at any time, rather than tied to the angle. Also, negative widths and heights are now allowed (this is what set mirrored does - just makes the width negative). You will need to change your 'set angle' actions that you needed with auto-mirror to 'set mirrored'. Thanks to R0J0hound for the tip-off that made this possible in the 2D renderer.

Bug Fix

The new mirroring and flipping should now work correctly in the WebGL renderer

Bug Fix

Renaming layouts or event sheets in a particular order could cause layouts or event sheets to go missing from the project (Sorry! If this affected you and you have a broken project, please email it to me and I can usually recover them.)

Bug Fix

WebGL: Button and Text Box didn't work in the WebGL renderer

Bug Fix

WebGL: non-power-of-two Tiled Backgrounds rendered solid black. Now they work but may be a little blurry since the workaround is to stretch the texture to a power-of-two size and tile that. It may be possible to improve this in future.

Bug Fix

WebGL: alpha channels broke after exporting some projects

Bug Fix

Triggers in subevents worked incorrectly on rare occasions

Bug Fix

Sprite: 'initial frame' property still used the collision mask of frame 0

Bug Fix

Button, Text Box: editor could crash closing and reopening a layout with these objects

Bug Fix

Pin behavior: should now follow objects with no lag

Bug Fix

Platform: 'Set deceleration' actually set the acceleration

Bug Fix

Physics: 'Set world gravity' did not affect objects that had come to a standstill

Bug Fix

Event groups: names are no longer case sensitive in events (e.g. set active)

Bug Fix

Export dialog remembers export path per-session now

Bug Fix

Anchor behavior: works correctly when the scale rate is not 0. This means you can now have your UI zoom depending on the window size as well.


Mulkaccino 7,316 rep

Awesome. Skyrim has sapped all my productivity, but I hope to get something to the arcade within the next month or two. As always, great job guys; I enjoy riding the wave your creating.

Wednesday, November 23, 2011 at 3:22:14 AM
Ulisses 10.3k rep

Yesssssssssssssssssssssss! :-)

Wednesday, November 23, 2011 at 3:24:52 AM
walterlow 6,546 rep

very nice feature!. still highly anticipating the families feature ;)

good job scirra

Wednesday, November 23, 2011 at 3:25:46 AM
arconstruct 3,753 rep

Oh man, I can't believe how much I missed set flip/mirror. That's basically how I expected it to work when I first tried C2! Glad to see that behavior added in.

Wednesday, November 23, 2011 at 3:30:22 AM
maximage 4,602 rep

I hate BREAKING CHANGE..... that mean I need more time to fix old projects... :(

Wednesday, November 23, 2011 at 3:49:48 AM
Ashley 202.3k rep

@maximage, hopefully it won't take too long, it's just one action you have to swap for another!

Wednesday, November 23, 2011 at 3:50:43 AM
Wink 11.3k rep

Great Job Tom on the new arcade :) This is something I think we all needed, and wanted here. Looking forward to making some new games for it, and playing everyone else's.

Wednesday, November 23, 2011 at 3:56:38 AM
Swando 3,235 rep

Still in a bit of shock over WebGL already... Keep up the good work :)

Wednesday, November 23, 2011 at 4:10:08 AM
RayKst 13.5k rep

Amazing guys as always. One thing that has been bugging me: Please change the logo on Arcade and loading screen to the construct cog !

Wednesday, November 23, 2011 at 4:16:49 AM
Leos 3,021 rep

Also waiting for families, but already very happy for this release, which fixes exactly something i needed! :D

Wednesday, November 23, 2011 at 4:18:33 AM
Noga 7,184 rep

What you doing, I wanted to go sleep:)
I like keyboard shortcuts - big production speed up, and Scirra Arcade ofcourse. I'm curious how it'll turn up in the future, thumbs up.

Wednesday, November 23, 2011 at 4:24:38 AM
mammoth 9,706 rep

Awesome! This is amazing. I know that if you copy the URL you can share but if you have social media icons with each game that will help bring your attention to the games on the arcade!

Wednesday, November 23, 2011 at 4:28:21 AM
Tom 55.0k rep

@mammoth each game at the top left has social media icons. We've got some cool plans for how you can share these games as well, we're looking at the possibility of having copy paste <embed> code like on Youtube so people can host them on their own site.

Wednesday, November 23, 2011 at 4:29:46 AM
mammoth 9,706 rep

Hi tom. I should be more observant! Great job as usual. The embed code would be amazing.

Wednesday, November 23, 2011 at 4:31:19 AM
jumprock 1,595 rep

It's like Christmas morning!

Really hoping you can add the ability to position collision polygons by entering co-ordinates as it would mean we could accurately be confident we have the same collision areas across all animations of a given sprite. Either that or the ability to set the same polygon for all animations (not just all frames of a single animation). Being able to control the sprite origin point in the same way would also help.

Wednesday, November 23, 2011 at 4:49:57 AM

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