Construct 0.99.84 released (unstable)

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  • Download Construct 0.99.84 (unstable)

    This is an

    unstable build. You can help Construct's development by downloading it, trying it out, testing and reporting bugs. If you have projects you want to work on without possible bugs getting in the way, stick to stable builds.

    Link to previous build (0.99.83) changelog

    Intermediate build to keep things moving. Thanks to R0J0hound who has submitted several fixes for this build (hope they work ). I'm not sure if David's platform fixes from the last build are included - there's some confusion over its submission to the codebases, but I rebuilt Platform anyway, so let me know if anythings better (or worse?).

    Changelog

    Behaviors

    • [CHANGE] Ball behavior: adjusted bounce/move-out-when-trapped algorithm. It's different, not sure it's any better, but might solve some problems people have been having.

    Editor

    • [FIX] Layout editor object tooltips no longer cut last letter off layer name

    Effects

    • [FIX] Crispify shader is back (not sure where it went!)

    Installer

    • [CHANGE] Skips VC2005 redist and DirectX setups if /silent or /verysilent flags used on installer; should allow easier deployment to networks since there should be no prompts during install this way (the machines still need the VC2005 redist and DirectX updated to August 2008 - these setups are saved in the Construct installation directory or you can deploy them another way)

    Plugins

    • [FIX] On some machines the XBox 360 controller object would fail to load at startup. Possibly fixed same issue with Bone movement
    • [FIX] Possible array crash in comparing X or XY

    Python

    • [FIX] Script editor action names now better match the runtime (R0J0hound)
    • [FIX] Crash accessing private variables from Python (R0J0hound)
    • [CHANGE] 'global' system expression changed to 'globalvar' since 'global' is a reserved keyword in Python; allows access to global variables by name and index (R0J0hound)

    Runtime

    • [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)
    • [FIX] Incorrect sprite rotation when setting a corner filter (R0J0hound)
    • [FIX] Issue with XBox360 suddenly losing input should be fixed
  • awesome, nice one!!

  • Sweet, more stability improvements! Now I wonder if that platform behavior modification has made its way in or Deadeye is going to start thrashing about.

    Behaviors

    - [CHANGE] Ball behavior: adjusted bounce/move-out-when-trapped algorithm. It's different, not sure it's any better, but might solve some problems people have been having.

    I just tested the Ball behavior; creating multiple balls with 0 initial speed and letting them fall (gravity), the behavior is sometimes erratic - disappearing balls, teleporting around (spazzing) etc., though it doesn't seem to occur that often.

  • Mipey, can you post your .cap of that?

  • Python

    - [FIX] Script editor action names now better match the runtime (R0J0hound)

    - [FIX] Crash accessing private variables from Python (R0J0hound)

    - [CHANGE] 'global' system expression changed to 'globalvar' since 'global' is a reserved keyword in Python; allows access to global variables by name and index (R0J0hound)

    Runtime

    - [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)

    - [FIX] Incorrect sprite rotation when setting a corner filter (R0J0hound)

    hmm... After a few tests none of these seem to be in there. They're in the SVN, revision 151 but the changes don't seem to be in this build.

  • http://dl.dropbox.com/u/629300/bouncing_balls.cap

    Basically balls of different sizes with Ball behavior set to 0 initial speed, 50 gravity, set to solid attribute. Also solid walls around the layout. Some balls disappear when they collide, warp around or such.

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  • Yeah, sorry R0J0hound, forgot to SVN update your changes! (not used to having someone else commit code!) Updated build coming right up...

  • OK, that should do the trick...

  • Just realized a glitch present in previous versions. When copying a bunch of objects and pasting them on a zoomed out layout (e.g 50%), the objects do not get pasted near each other, but there is a large gap between each one.

    I'd post it on the tracker with a cap, but I'm in a rush to get to Uni! I'll do a quick diagram here

    OOOOO <---- objects near each other
    
    O   O   O   O   O <---- objects pasted when the layout is zoomed out (<100%)
    
    OOOOO <---- objects pasted when the layout is normal size[/code:v36jjsxf]
    Hope that made sense!
  • V 0.99.84 no longer works with my Xbox 360 controller. While it does with 0.99.83.

  • Platform behavior seems to be messed up.

    cap built with 0.99.62

    http://dl.dropbox.com/u/4322334/09962.exe

    same cap built with 0.99.84

    http://dl.dropbox.com/u/4322334/09984.exe

    (just watch them awhile)

  • [quote:11nv2zup]- [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)

    Oh yeahhh !! Now this version works on my pc because of that fix!

    Thanks!

    And i have something to ask:

    The dropshadow object need an option to change the angle of the shadow created, i?m using the effect "Flip Vertical" to make shadows of my characters but something wrong is happen, the shadow always stay on the screen even if i move out of it?s vision, i remove the "Flip Vertical" effect and this stop to happen.

    If i can change the angle of the shadow this won?t happen.

    I uploaded the .cap file:

    http://www.4shared.com/file/237893610/5 ... _Test.html

    Move up and down to see the shadow staying on the screen.

    One more thing is that there?s many effects causing too much lag, i think it?s because when an effect is actived it?s stays to "calculating" in the program, that would be correct on effects like Warp and Wave, but many others effects, like Blur, doesn?t need to be "calculated" by the program every time, am i wrong?

  • [quote:1qekq4jo]- [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)

    Oh yeahhh !! Now this version works on my pc because of that fix!

    Thanks!

    And i have something to ask:

    The dropshadow object need an option to change the angle of the shadow created, i?m using the effect "Flip Vertical" to make shadows of my characters but something wrong is happen, the shadow always stay on the screen even if i move out of it?s vision, i remove the "Flip Vertical" effect and this stop to happen.

    If i can change the angle of the shadow this won?t happen.

    I uploaded the .cap file:

    http://www.4shared.com/file/237893610/5 ... _Test.html

    Move up and down to see the shadow staying on the screen.

    One more thing is that there?s many effects causing too much lag, i think it?s because when an effect is actived it?s stays to "calculating" in the program, that would be correct on effects like Warp and Wave, but many others effects, like Blur, doesn?t need to be "calculated" by the program every time, am i wrong?

    As to the dropshadow.

    Why dont you just move the lightsource instead?

    And as for always calculating the fx, yes it does. You have to remember its not changing the actual sprite, its changing its appearance via your graphics card.

  • [quote:2qjgusba]As to the dropshadow.

    Why dont you just move the lightsource instead?

    Shadow Caster needs a lightsource, dropshadow doesn?t.

  • [quote:dmsapk5a]As to the dropshadow.

    Why dont you just move the lightsource instead?

    Shadow Caster needs a lightsource, dropshadow doesn?t.

    You can change the offset to a negative value.

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