Ashley's Forum Posts

  • It's hard to tell from just the information provided, but I would guess you have mixed up plugin types. For example if you copy events referencing a Tilemap object named "Tilemap1", and try to paste them in a project with a Tiled Background object named "Tilemap1", the expressions don't match and so you cannot paste.

  • Construct games should work great on Chrome for Android. Given the high performance of modern devices, they should run well too.

    If you have some kind of problem, it's difficult to help without much more detailed information.

  • On the modern web things people refer to as GIFs often are really just video files. Real video formats are often much smaller and more efficient than GIF files, which is a really old and pretty inefficient format from the 90s. If you really want to get a .gif file you can probably find free video-to-gif transcoders, but if you're uploading them to a social network or something, chances are they accept videos directly, and if you uploaded a .gif they'd convert it to a video for you.

  • Browsers sometimes don't allow audio playback until the user interacts with the page, to avoid websites abusing audio. See the section on autoplay restrictions in the Audio manual entry.

  • Use the Game Recorder object. See the screen recording example for a demonstration.

  • Triggers don't show up if you're trying to add them in an invalid place. For example having a trigger as a sub-event to another trigger is not allowed, as the event block would simply not make sense and be impossible to run. So if you add a sub-event to a trigger, the options to add another trigger are hidden.

  • I think the terms here are a bit confusing. You can't set the browser window size, as that's blocked to prevent websites abusing it to irritate visitors. However you can set Construct's 'viewport size' property, which is what 'Set canvas size' does (another case of not an ideal name for what it does...)

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  • Try using PWABuilder.

  • You can directly import fonts to Construct, and then use them in the built-in Text object. I'd recommend using WOFF format fonts though for full compatibility across browsers and platforms.

    If you want to share the project files, then try using shared folders in Google Drive and Microsoft OneDrive with Construct's cloud save. For example you could set up a shared folder that all students can save their project to. There's more information in the manual entry on sharing projects.

  • I don't know, I've never really worked with or tested CSS filters with Construct, as everything normally happens in WebGL rendering. In general applying things like this may not work well, as Construct does not know about them, so they could conflict with things Construct is trying to do.

  • I'd recommend using a layout effect, as it works within the Construct engine and so Construct can ensure it's handled efficiently and appropriately. For example if you use "low quality" fullscreen mode, a layout effect will process efficiently at low-resolution and then stretch the result up to the display; but with a CSS filter the browser doesn't know anything about how the content got rendered, so all it can do is process the effect on the full-resolution canvas, which is less efficient. Also while I'm not clear of all the details, effects run by Construct are very likely to be GPU-accelerated, but there's a chance some browsers in some cases might drop CSS filters back to software rendering and so exhibit poor performance.

  • It has less features worse performance... but I think it wins in graphics...

    Construct has some very advanced graphics capabilities, including the ability to stack multiple effects on objects, layers and layouts, as well as the new sub-layers feature which allows for some much more advanced and more efficient visual effects.

    I wish however we had an easyer way of implementing scrolling backgrounds on Construct 3 ...

    This shouldn't be too difficult - the endless runner example shows one way of doing it. It can also be done by changing the image offset.

  • "Letterbox integer scale" constrains the available sizes quite a lot. If it's suitable for the art style, try just "letterbox scale".

    Other than that try using the Browser object's 'Request fullscreen' action, although IIRC it's not supported on iOS.

  • By default the runtime is hosted in a Web Worker, where there is no direct access to the DOM (window, document etc.) You can force the project to run in the DOM by setting 'Use worker' to 'No' in project properties, and this will allow such calls to work again.

    However addons can support this in a web worker using a specially designed DOM call mechanism in the runtime. This is documented in the addon SDK manual.

    Global variables are not exposed in the SDK. This is because a well-designed addon should not hard code such things. It should just make the information available, e.g. via an expression, and then the user can assign that to a global variable in the event system.