Ashley's Forum Posts

  • If you use third-party addons, you frequently end up relying on them for long-term support. I don't think many people fully recognise this. That's why it's really important to make sure any third-party addons you use for any important projects have reliable developers who are willing to provide long-term support for them. Otherwise you end up in the situation where you really have to update something, but you're stuck because of a third-party addon. And I'm afraid that's not our responsibility - it's not us who caused the problem, it's up to the developer. And long-term support can be difficult, so probably involves paying somebody.

    It's kind of a similar point with bugs in browsers, OSs, drivers, etc. From time to time, people insist - sometimes forcefully - that we fix problems in other people's software. It's literally impossible though. Giving us extra money won't make it possible. Choosing other technologies and rewriting our entire engine in them won't make other people's software suddenly start working perfectly again. Insisting harder and more forcefully won't make it possible. This has always been the case, and is true for all software. Some people end up calling me stubborn or irresponsible for insisting we can't fixing these problems, but it is neither possible, nor our responsibility, to fix other people's software. We can sometimes add workarounds, but sometimes we're just stuck. It's just an immovable fact of software development and there's nothing to be done - except get the people who make the other software to fix it - if you can get them to care!

  • You should not need to modify any files. The iOS simulator should work with the latest Xcode 12+. (Older versions don't support it, because the bundled iOS simulator did not support WebAssembly, but Xcode 12+ does support it now.)

  • The Apps category on the Chrome Web Store was retired back in 2016.

  • You should only use WebM Opus audio - it's the only format that plays on all platforms. Construct provides its own Webm Opus decoder for iOS so that the format is supported there.

    Audio playback should work on iOS. It's hard to say more without more details, such as a sample project.

  • The first picture shows an Xcode project for iOS. The second picture shows an Android build failure report. You cannot convert Xcode projects to Android.

  • You can always disable Construct's JavaScript minification on export. But that doesn't appear to be related to this.

  • Another example is that the "Save to folder" option disappeared one day randomly

    FYI, that's an opt-in experimental feature, and experimental features are subject to change at any time (as indeed it did). It should be shipping as stable and enabled by default soon.

    Another observation I've seen from other users: Even though you're paying a subscription, you will find you will be asked to "report your bug to X company" and such

    We always had a similar policy with Construct 2 as well. If the problem is with another company's software, you need to report it to them - we can't fix other people's software for them. It's usually quicker to cut out the middle-man and report issues directly. And if we can't reproduce the issue ourselves, we can't file the issue on your behalf anyway, so reporting it yourself is the only option.

    Bugs and other quirks and issues always come up with software - we work really hard to make a reliable and robust product, but nothing will ever be perfect. Like most software, Construct 2 always had its own quirks and issues, and people often made similar remarks about Construct 2 as well based on that.

  • The information about mapping.txt appears to refer to a different type of obfuscation that is not related to JavaScript minification. So I don't think doing anything in Construct or adjusting your minify setting in export will have anything to do with this.

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  • For the record, setting the text size to TextWidth/TextHeight isn't necessarily going to fit the complete text in. Text metrics are actually super complicated. You have all sorts of different baselines (e.g. hanging, middle, alphabetic, ideographic...), different languages extend different distances above and below the line, certain unicode combinations can extend indefinitely in an upwards or downwards direction (e.g. z̻̗͜a̦̥̱͖̝͓͉l̡̤͕̟̝̟̻g͎̹o̡̫̲ text), and so on and on.

    So when you say "how tall is the text?" it's not actually particular clear what you are measuring. Which baselines are you going from? Does it include all ascenders and descenders? Do you want it to keep extending with things like zalgo text? How do you make sure it never cuts off any of the text with any possible combination of text, font and languages?

    This is compounded by the fact the web platform currently doesn't expose all the text metrics we need to answer all of these questions (as noted in this old issue about vertical text alignment).

    This issue appears to refer to BBcode altering the text size not being taken in to account in the calculated text height, which is a different type of problem - but even if that's fixed, it still won't mean that setting the text size to TextWidth/TextHeight allows all the text to be visible, because of everything I just mentioned. Basically you just have to add some padding - but unfortunately at the moment there's no way to know how much padding is needed exactly, and it's different depending on the text/font/languages you want to cover. So, you'll just have to guess...

  • Measuring text immediately should work in the C3 runtime. The workaround where you had to wait a tick was something that only needed to be done in the old C2 runtime.

  • This should be possible with the Binary Data object and the AJAX object. Using AJAX you can make two requests:

    1. Firstly use the AJAX object 'Set response binary' action to save the next request in a Binary Data
    2. Then use AJAX to request the GameRecorder.RecordingURL - this will load the recording in to the Binary Data
    3. Once that completes, you can do another AJAX request with 'Post binary to URL'. Choose the same Binary Data object to send, and then enter your server URL to post to.

    In other words you first use AJAX to transfer the recording to a Binary Data object, and then you can use 'Post binary to URL' to send the contents of that Binary Data object to your server. You'll need to make sure the server can handle binary data coming in from the body of the POST request.

  • Construct 2 is being retired soon. All I can advise is either upgrade to Construct 3, or target higher versions of Android. There's very little usage of such old Android versions so it doesn't seem like that would be a problem.

  • I took a look at the project and as far as I can tell it doesn't use any images over 4096x4096.

    This doesn't make any sense: the originally reported error said it was creating an image over 16384px, but there aren't any such large images in the project.

    My best guess is it's a graphics driver issue. Linux often has poor quality graphics drivers that cause all sorts of problems. Maybe try updating the graphics drivers, or try installing alternate drivers if you can find any others available.

    The project also uses the Spriter plugin which is a third-party addon - it's possible it's causing the issue somehow, but that would be the responsibility of the addon developer.

  • There are absolutely loads of new features in C3 compared to C2 - see What's new in C3 for an overview - not least of which includes a completely rewritten runtime with far faster performance.

  • Note we don't make AdMob and can't fix any problems with it, so you may want to report this to AdMob directly instead.