Ashley's Forum Posts

  • The share feature depends on the Web Share API. It's not supported in every browser yet, but its support is improving over time: https://caniuse.com/web-share

  • No software is perfect, so nobody can guarantee that everything will work perfectly, no matter which combination of technologies they use.

    As far as I'm aware, all our export options are working very well and we have thousands of happy customers.

  • To determine if an object is being touched, you need to combine tracking the touch events (e.g. pointermove, as documented here) to know where all the current touches are, with the containsPoint method to identify if one of those touches is over an object. (This is what the Touch object does internally.)

  • IIRC the main runtime script is ~200kb for an empty project with advanced minify and zip compression. It increases with size the more plugins and behaviors you use in the project, since each of those will embed the JS code for the plugin/behavior in the runtime script as well. So to make the script smaller, you need to use fewer plugins and behaviors.

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  • Look at the Physics catapult template.

  • I'm afraid at the moment our reward programme only issues free subscriptions when the translation first reaches 100%. The aim is to incentivize the completion of the language in the first place. That happened quite a long time ago for the Russian translation. We don't have a rewards programme for on-going updates of translations at the moment.

  • libGLESv2_adreno.so is the device's graphics driver. Unfortunately these issues are notoriously difficult to fix. The device's graphics chip manufacturer has to fix it, and it's traditionally proven very difficult to even report such issues to graphics manufacturers, let alone get them to fix it.

    Your best bet is probably to file an issue with Google at crbug.com with as many details as you can provide, and hopefully they can find a way to work around the problem.

  • Thanks for your contributions!

  • Please note due to recent changes to Chrome's file system API, you'll need to use NW.js 0.49+ for the local file/folder saves to work correctly. The next release of Construct will prompt you to update if you use an older version.

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    We're using an experimental new feature in Chrome (WebCodecs) to support the ability to import animated image formats like GIF and APNG in to Construct 3.

    Where it's supported

    To use the experiment you will need to use:

    • Google Chrome 86+
    • Construct 3 r218+
      • In stable releases, tick Enable experimental features in Settings
      • In beta releases, it's enabled by default

    How it works

    When the feature is supported, you can import animated image formats (e.g. GIF files) to Construct 3, and it will import each individual animation frame as a separate image. This includes:

    • Importing image files to the Animations Editor by any means (open, import files, drag-and-drop etc.), which will import all the animation frames
    • Dragging and dropping an image file directly in to the Layout View, which will create a Sprite with a default animation containing all the animation frames

    The following animated image formats are currently supported in Chrome:

    • GIF (.gif)
    • APNG (Animated PNG, .png or .apng)
    • Animated WebP (.webp)
    • Animated AVIF (.avif, .avifs)

    Feedback

    Let us know if you have any thoughts about this! You can use this thread for general discussion about the feature. If you find a bug or a crash with it, please file an issue on the issue tracker as usual, following all the guidelines to ensure we can help.

  • The report mentions a AMD Radeon HD 7480D GPU, which from a quick search looks like it was released in 2012. So it's fairly old hardware.

    The problem with old hardware with no further driver updates, is if there's some kind of driver bug causing a serious problem like a crash or a security issue, the manufacturer is not going to fix it any more. Some bugs can manifest seemingly randomly or can be too complicated to feasibly work around. So in that case rather than leave Chrome subject to crashes or security problems, they probably just add it to the blocklist and then it gets software rendering.

    Broken drivers have been a plague on the industry for years. If the manufacturer stops supporting their hardware then they can end up leaving it broken and then there's not much anyone can do. Long-term, the move to the newer graphics APIs like Vulkan and Metal will mean simpler drivers and so hopefully fewer such broken-driver problems - but that's little help to old hardware.

  • Check chrome://gpu, which will tell you if there's some kind of graphics driver problem that's interfering with WebGL support.

    It's very rare these days to lose WebGL support completely - you usually at least fall back to software rendering, so content keeps working, even if the graphics drivers are completely broken.

  • I'm afraid it's not supported right now.