Construct 0.99.84 released (unstable)

New releases and general discussions.

Post » Tue Mar 09, 2010 11:48 pm

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)
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Post » Wed Mar 10, 2010 1:26 am

[quote:11nv2zup]- [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)[/quote:11nv2zup]
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, im 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 its vision, i remove the "Flip Vertical" effect and this stop to happen.
If i can change the angle of the shadow this wont 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 theres many effects causing too much lag, i think its because when an effect is actived its stays to "calculating" in the program, that would be correct on effects like Warp and Wave, but many others effects, like Blur, doesnt need to be "calculated" by the program every time, am i wrong?
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Post » Wed Mar 10, 2010 6:18 am

[quote="Metal_X":1qekq4jo][quote:1qekq4jo]- [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)[/quote:1qekq4jo]
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, im 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 its vision, i remove the "Flip Vertical" effect and this stop to happen.
If i can change the angle of the shadow this wont 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 theres many effects causing too much lag, i think its because when an effect is actived its stays to "calculating" in the program, that would be correct on effects like Warp and Wave, but many others effects, like Blur, doesnt need to be "calculated" by the program every time, am i wrong?[/quote:1qekq4jo]

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.
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Post » Wed Mar 10, 2010 7:44 am

[quote:2qjgusba]As to the dropshadow.
Why dont you just move the lightsource instead?[/quote:2qjgusba]
Shadow Caster needs a lightsource, dropshadow doesnt.
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Post » Wed Mar 10, 2010 9:55 am

[quote="Metal_X":dmsapk5a][quote:dmsapk5a]As to the dropshadow.
Why dont you just move the lightsource instead?[/quote:dmsapk5a]
Shadow Caster needs a lightsource, dropshadow doesnt.[/quote:dmsapk5a]

You can change the offset to a negative value.
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Post » Wed Mar 10, 2010 3:52 pm

[quote="Mipey":1wr3adjr]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. :wink:[/quote:1wr3adjr]

Apparently David's updates have not been included in this build either. I'm still falling through vertically moving platforms. I haven't tested all the other bug that were supposed to have been fixed yet, but that one at least is still there.

[quote="Porlo":1wr3adjr]Platform behavior seems to be messed up.[/quote:1wr3adjr]

When (if) David's new fixes are included then this won't be an issue.
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Post » Wed Mar 10, 2010 4:55 pm

Okay... according to the bugtesting .cap that I originally sent to David, the fixes that he made are all in 84 (and - embarassingly enough - 83 as well), except that the falling through platforms thing is still there. It doesn't happen all the time in the tester .cap I sent him (it still does occasionally), but it happens a lot more frequently in my Platform School .cap for some reason.

http://dl.dropbox.com/u/529356/platform ... ground.cap

So... yeah. I guess I was wrong, and the fixes are there. It's just that the one I checked for in Platform School is still around, but mostly just in Platform School. I don't know what's up, I guess I'll have to do some more testing.

As for Porlo, try recreating that .62 bug from scratch in .83 or .84 and see if it's still there, I'm not experiencing that bug at all. It could just be a backwards compatibility issue.
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Post » Wed Mar 10, 2010 5:42 pm

Try this: http://dl.dropbox.com/u/4322334/test.cap

The bug has something to do with the objects height.
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Post » Wed Mar 10, 2010 5:51 pm

Confirmed. You should post a bug report :)

Also, it goes the other way around too... if you make the sprite 32x31 and resize it to 32x32 then the same thing happens.
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Post » Thu Mar 11, 2010 12:55 am

Hmm, if I open my game in this build the platforming still feels completely different than 99.62.
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