Quick update, a bug with the string parser in the XNA exporter was not fixed. The links in the first post have been updated.
(also the names of the build types have been updated in the Japanese version, thanks ASD)

Quick update, a bug with the string parser in the XNA exporter was not fixed. The links in the first post have been updated.
(also the names of the build types have been updated in the Japanese version, thanks ASD)


Do you have any details on how the sound channel getters/setters were inaccurate in 255? I didn't see any differences in updating my project from 255 to 256, but theres a possibility I might have compensated for whatever glitches existing when I wrote my sound engine, and I'd have to go back and fix it now. But I didn't see any noticeable difference so I'm not too concerned, I'm just curious if its anything I should look into.
And thanks for the update, great to see the hard work you guys have put in!

The problem in Get/Set Position was mainly in looping sounds. I think in some cases it could affect non looping sounds too, but probably rarely. It addresses the problem posted by Nifflas recently in the forum.




Could you elaborate on this? Is it just a general performance boost? What conditions will this happen under?- Windows runtime: the frame rate of Windows stand-alone applications should be more stable in this build.


Ah thanks! That jitter I would never have noticed, but looping would probably have had some major impact for when musics looped, which is something I hadn't tested for. Probably fixes bugs I didn't even know I had

Does that input lag affect mouse conditions and multi-touch conditions the same way?
I have backdrop objects on layers above the first one, and I test collisions with them. If I uncheck the frame property "Handle background collisions even out of window" the collisions do not work anymore, even if those backdrop objects are in the visible part of the frame.
I'm glad you put in a roll back ability. I rolled back to 255 because the OpenGL object is incompatible (it works in-game, but crashes my vista machine when you close the window).
Is there any chance of having this rectified? Speaking of rolls, I'd like to request the ability to roll bits in expression editor like you can in c language. It's not essential, but I occasionally make large scale fast-loops that I think might be quicker without division (recursive stuff).

Can you send me an example that crashes with the build 256 please?

Update: the build 256 has been updated (256.33), the download links have been modified. It seems the fix for the Japanese IME issue could cause crashes with some objects on XP (it might be the same issue as the one you reported seripa on Vista, let me know if it fixes your problem).
Also this update contains new iOS fixes (the ones of beta 8):
- Crash in text drawing (when text area became too large - maximum size allowed is now 1024x1024)
- Crash when an object drawing text was resized to 0 in width or height
- String drawing bug in HiScore object
- Active/Backdrop color channels were swapped for the text color
- CalcRect extension crash when setting the current string.
- ActiveBackdrop didn't scroll with the frame
- OpenAL sound playback had several bugs with the pause mechanisms.