Construct 0.99.7 (unstable) released

New releases and general discussions.

Post » Sun Dec 13, 2009 10:50 pm

[quote="Lost my Keys":1gzdivmn][quote="Ashley":1gzdivmn]Please - report bugs to the tracker, and include a clear explanation of the problem, what you expect to happen, what you see happening, and steps to reproduce. I just ran that .cap and it looks like everything is working fine. What's not working?[/quote:1gzdivmn]

The canvas is set at a specific size and looks fine in the cap, but when run, it appears as a small square less than a third of the size it should be, like in the pic. It's already been mentioned in the tracker too as far as I'm aware, a few weeks back when I first mentioned it, someone else said it was a bug and then reported it.

The example in the cap is an over the top one with it made much larger, to show the difference.[/quote:1gzdivmn]

Resize the canvas in the pic editor to your desired size, then check how much vram you use.
Resizing needs to happen at runtime otherwise you'll eat up ram like milk duds, and god help you when you update the collision mask.

[quote="Ashley":1gzdivmn]OK, that one's fixed in next build.[/quote:1gzdivmn]

Is it just fixed for the editor display, or is it going to actually change the canvas dimensions for runtime?

Edit:
[quote:1gzdivmn]- [FIX] Canvas: cropping or invisible if not scrolled to 0,0 on start of layout[/quote:1gzdivmn]

Can I has no scroll always?
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Post » Sun Dec 13, 2009 11:10 pm

The runtime stretches the texture like the layout editor shows. Canvases have always used as much VRAM as their overall size is (I wouldn't recommend canvases bigger than the size of the window), so this doesn't affect that.
Scirra Founder
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Post » Sun Dec 13, 2009 11:20 pm

Wow, nice changelog :D

And I was totally not expecting another release so soon! What a nice surprise :)

Thanks for all your hard work, guys. Downloading now...
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Post » Sun Dec 13, 2009 11:29 pm

[quote="Ashley":2izx29o8]The runtime stretches the texture like the layout editor shows. Canvases have always used as much VRAM as their overall size is (I wouldn't recommend canvases bigger than the size of the window), so this doesn't affect that.[/quote:2izx29o8]

Well the reason I ask is because that even if you do resize at runtime it process's from the original size. That actually works well if your using an array, or distortmap. The strange thing is the amount of pixels will remain the same, but scaled. But updating the collision mask takes much longer once its scaled. Dunno it seems like its using the new size for that.

Any way, some awesome work guys.
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Post » Mon Dec 14, 2009 1:27 am

[quote="Ashley":uv742hmy]- [FIX] Platform Movement - Acceleration and Deceleration now work correctly[/quote:uv742hmy]
Damn your fixes, now I have to re-tweak my settings. :P

Thanks for the new build guys, especially Dave for the physics fixes. :)
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Post » Mon Dec 14, 2009 3:33 am

Awesome; another heap of bug fixes, and so soon! Keep it up devs. Glad to see Davo's back in action! :mrgreen:

I long for the day where the collision bug gets fixed.
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Post » Mon Dec 14, 2009 3:38 am

thanks devs
glad to see things moving again

3dbox fans getting alot of love lately
hope to see the corresponding sprite z_elevation and 3d mesh fixes to go along with those soon :wink:

good job though, guys, seriously
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Post » Mon Dec 14, 2009 7:48 am

Davioware what is the collision bug XD ?
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Post » Mon Dec 14, 2009 7:55 am

Oh hi David :)
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Post » Mon Dec 14, 2009 8:23 am

Wow, lots of great improvements!

Especially "XAudio2: 'Timescale audio' option", that's amazing.
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