Ashley's Forum Posts

  • If you create a new css file in C3 and then try to name it 'style.css' you get a warning and you're prevented from changing the name. However, if you use 'import files', you can import 'style.css' without a warning - beware!

    Ah, that's a bug, the import files dialog should catch that too. I've fixed that for the next beta.

  • If you have .webm files, you don't need any other formats, so you can delete them.

    Audio should work on iOS. It's hard to say more without any more details. As far as we know it's working in thousands of projects out there.

  • Is it a Construct 2 project? 'sign' is a system expression that was added in Construct 3, so if something in C2 uses the name 'sign' it needs to be renamed to something else first.

  • Use a custom loader layout.

  • I would advise just using WebM Opus audio. It's the default Construct encodes when importing audio, and we've made sure that format can play everywhere on all platforms, so you don't need to worry about dual-encoding and codec hell.

  • I don't think it's reasonable to expect every single thread to get a reply. I think that's pretty standard across all forums on the web.

    It's just not always possible or reasonable to help someone. Often people post threads where it's nearly impossible to help. For example if they post with little more information than "my project doesn't work, please help", what can anyone say to that? You could try to help anyway, but it shifts all of the burden of work on to whoever tries to help. It's kind of lazy from the poster since they haven't bothered to provide any useful information or read our guidelines on how to best get help, forcing whoever tries to help to take them through that guide step-by-step, which is all extra work on top of actually helping. It's in their own interest to provide good information anyway, since it makes it more likely their problem can be solved.

    It's like your car breaking down, phoning up a mechanic, just saying "my car's broken, fix it", then hanging up. If it's a quiet day they might phone you back and ask a long list of questions to try to figure out what's going on. If it's a busy day they might just shrug and leave you to figure out that you need to be more helpful yourself next time.

    So I wouldn't trouble yourself with trying to reply to every single thread - even just new ones. I think it's totally unrealistic. I used to try myself back when the forums were quieter, but it was pretty hopeless even then, and now the volume is so high that I only step in where I think I can quickly provide something useful based on the information already provided.

  • It was removed because requesting fullscreen is supported everywhere now, so you don't need to check if it's supported.

  • Use the createInstance method, e.g. runtime.objects.Sprite.createInstance(0, 100, 100).

  • You can already set a fixed stepping mode, but that just fixes the physics delta-time value at 1/60 (~16ms, i.e. 60 FPS), meaning the simulation speed varies depending on the display rate.

    Small fixed timesteps are probably a better solution, but there are still some potentially awkward pitfalls - for example if you fix the physics simulation rate to 30 Hz, it moves slower than the display rate, which probably will look weird; if you set it to 60 Hz, it probably won't match a 60 Hz display refresh rate exactly since they rely on different clocks, which will probably look janky; and if you set it to a high rate like 120 Hz you start burning a lot of CPU time and it's possible the system then can't keep up, meaning you end up going in to slow-motion mode anyway.

    How bad is the non-determinism anyway? Does increasing the simulation accuracy by increasing the velocity/position iterations improve the situation? Stepping with the framerate seems like the best balance of managing the simulation speed, providing smooth gameplay, and using CPU time efficiently, but that means managing the non-determinism.

  • It looks interesting but I'm not sure Cordova supports it yet, and I think we'd need support there first since Construct games on mobile are published with Cordova.

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    Please only post in English on this forum.

  • Sometimes Chrome updates break old versions of Construct.

    Why do you need to run such an old version of Construct anyway?

  • It's not clear you are describing the same thing - are you talking about a difference between the desktop build and the Chrome browser?

  • Modern JavaScript is JIT compiled directly to machine code, not interpreted. That's been the case for years. These days JS engines are so highly optimised it's generally pretty competitive with native code.

  • I don't know what that could be. I just tried it here and it seemed perfectly fast.

    Chrome and NW.js use the same browser engine so I don't know why there would be any meaningful performance difference between them. I would have assumed they were identical. The only recent change we made in Construct is made NW.js run even more of the same code Chrome does, so they're actually getting even closer in our codebase. So I'd have thought even less reason for anything to be different between them!