Ashley's Forum Posts

  • Worker mode shouldn't affect video playback in any significant way.

  • If there are no unsaved changes, then the save button is disabled, as there is nothing to save.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm afraid I don't know - a small number of people seem to have mentioned Android WebView specific performance issues, but it's Google who develop that, so your best bet is to file an issue at crbug.com. Maybe the worker mode setting will affect it so you could try with that too.

  • I'm not sure if it's exactly what you need but the LayerToCanvas/CanvasToLayer system expressions work with 3D camera, i.e. projecting from a canvas position in to the 3D world.

  • I don't think there's any reason to do that. You can just include all the event sheets you might need, and enable or disable groups.

  • Turn off worker mode. Otherwise your script is running in a worker, not the window, so won't receive messages to the window.

  • Open a terminal in that folder and run the main executable file (which has the name of your project) - in this case I think you'd do:

    ./WestTown

    I looked in to trying to get Construct to export a shortcut or something double-clickable to make it easier, but it looked like the only way to do that was with absolute paths, and Construct doesn't know where you'd extract it. You should be able to set something up manually though.

  • You can also use Cut/Copy/Paste if you right-click a layout in the Project Bar.

  • Make sure a layout in the project has the event sheet associated. If you have no event sheets and you add one, it won't be associated with anything so those events won't run until to attach it to a layout.

    You can call in to events from JavaScript and from JavaScript to events, so you should be able to set up everything you need using both.

  • If you get forcibly disconnected, e.g. by pulling out your network cable, the signalling server will timeout the previous login after a while. That'll still happen if you use the wrong events, too - after a while it should timeout the previous user and start working again. In the meantime you should still be able to log in to a different room with a different name, because that counts as a different user, not two cases of the same user. Although off the top of my head I think there are some different flows at work here so it may depend on exactly what you're trying to do. If you think something is broken despite the fact your events are correct, as ever please file an issue following all the guidelines.

    In my experience any time you try to write software that second-guesses what you're trying to do - such as silently and automatically waiting for prior operations to complete before disconnecting when you told it to disconnect immediately - you create as many problems as you solve. For example someone else will be using that action intentionally to disconnect and cancel any existing operations. Perhaps it's a way to bail out if something is taking too long and you want to timeout and return to the main screen. If disconnecting is changed to wait for existing operations to complete, you break that process, and whoever was relying on that will complain and file a bug and ask for it to be changed back. In short Construct provides the tools and it will do what you tell it, and it's up to you to make sure you tell it to do reasonable things.

  • For the record, I responded here. Please do try to follow the bug report guidelines otherwise all we have is guesswork.

  • This is a common mistake. Leaving a room is an asynchronous process and takes a moment to complete, triggering "On left room" when it's done. However if you disconnect from the signalling server at the same time, the connection drops and so the leaving room process cannot be completed. This leaves the game in an inconsistent state: the signalling server still thinks you're in the room because you never finished leaving, but the game doesn't think you're in the room, and so if you try to rejoin you're effectively joining twice and so the signalling server returns an error.

    It's one of many reasons multiplayer logic is difficult. You have to have both the remote and local systems in sync, and if your logic gets them out of sync, things go wrong.

  • The performance of modern devices is excellent. If you shared a project file I could take a look in case there is anything that could be optimised. However I noticed you mentioned BlueStacks, which appears to be an emulator. Emulators often have poor performance as they often have limitations like using software rendering instead of GPU acceleration. So you should test on a real device to know how performance will really work.

  • It means the browser you are using does not support playing the format of that sound.

  • The error looks like it's caused by a third-party addon.

    You can clear storage in NW.js either by using the browser developer tools (F12) or by deleting the folder C:\Users\<username>\AppData\Local\construct3.