Ashley's Forum Posts

  • I can't open the links - they say 403 forbidden. But your sample code uses premultiplied alpha incorrectly. If you want to draw with an opacity of 50%, then you need to set the color RGBA components to (0.5, 0.5, 0.5, 0.5) - because the RGB components need to be multiplied by the opacity when using premultiplied alpha. SetOpacity() only changes the alpha component, so will leave the RGB components of the current color unpremultiplied.

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  • Apologies, there was an outage of a few hours earlier. It should be up and running again now.

  • Use the instVars property. (See IInstance documentation)

  • Are you using any third-party addons? They may need updating. Construct's official features should not show this message if you export from r397 as we have already updated everything (so far as we are aware).

  • If your project does not load in the latest release, please send a copy of your project to supportggh@construct.net and we'll try to make sure that it can be opened. Assuming there is a problem with Construct itself and not a third-party plugin, then such issues are a high priority for us.

  • No, it's too late - Construct loads all textures with premultiplied alpha, so to correctly render them, you must use premultiplied alpha rendering mode.

  • There's no limit on how many addons you can install.

  • I'd guess you've set the wrong color/alpha values either in the texture data or in the renderer current color. For example if you try to render non-premultiplied alpha in premultiplied mode, or vice versa, you'll get incorrect rendering results. It's hard to say any more than that from just reading this post.

  • There's not enough information here to be able to determine if it's a bug. If you think it is a problem with Construct please file an issue following all the guidelines, as we need all that information to be able to help.

  • Ashley This is not true. You can contact Google/Apple support and explain them the issue in proper technical terms.

    We already do that routinely. In fact IIRC I've already reported this issue to them. If something isn't getting enough attention, then the more customers who report it to Apple/Google, the higher a priority they will give it. And in this case you don't really need to understand how our engine works. You can just file an issue that says "my game is janky" and they should look in to it.

    You can either just complain on the forum and nothing much will happen, or try to do something about it, and it might be fixed. It's up to you! I'm actually trying to help by pointing people in the direction in which things are most likely to get sorted out. If you don't co-operate it makes it less likely to get sorted out.

  • The answer to the question "How do Construct web games use the Internet?" is "the same as any other web pages". It makes the same kind of network requests the same way as any other web content.

    If you want to learn more about how Construct's offline support works, see Offline games in Construct.

    Please contact supportqlr@construct.net for any queries about payments or subscriptions. We cannot help with these in the forum as it's public and these issues often involve sensitive information.

  • Have you actually tried? Do you have issue reports you've filed where you've had that response? I find Google are usually pretty good at responding to issues. If you haven't yet tried you should at least give it a go - as I said you can complain as much as you like to us but there's nothing much we can do about it, as it's scheduled by the browser engine, not Construct.

  • The browser controls frame scheduling, rather than Construct - so if you have issues with jank the best thing to do is report them directly to the browser maker (Google for Android, and Apple for iOS).

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