Ashley's Forum Posts

  • The engine does already provide an efficient line-of-sight capability. So it should be possible to customise it to your needs already.

  • FYI when you see the "browser blocked copy" message, you can click the "Copy" button on that dialog, and it still works.

  • You could take this even further, and pin instance variables, behavior properties, effect parameters, and so on and on. But I think it's unweildly to keep adding more and more. Eventually you end up with huge lists that you have to scroll through, and it undermines our goal to make a simple tool that's easy for beginners to understand. So we have to draw the line somewhere, and I think what we have now is a good point to leave it. Pinning values is easy to do in events as well so it's really just a convenience behavior, I don't think it needs to try to solve this for everything.

  • I don't think it's feasible to have a way to make projects readable without being editable. If the editor can extract the resources to show them, you can extract them to edit them too.

    As ever our advice is to share minimal projects, both because it is much easier to solve the problem, and because you don't have to share all your hard work. It's better for everyone.

  • It sounds relatively recent. But maybe your game is just slow because you used too many events/graphics. It's hard to say without seeing the actual project.

  • It's hard to tell from just this. Maybe you use a broken third-party addon. As ever, sharing a project is the quickest way to get help.

  • It's as it says - after the next AJAX request - so you can set multiple headers. You can check what it sends in the browser's dev tools.

  • What model device are you running it on and have you tested many other devices? Normally this kind of problem is some ancient device that has buggy graphics drivers and so reverts to software rendering. Virtually all modern devices should be just fine.

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  • You must URLEncode URL parameters for them to be sent correctly.

    You can't put a string like {email:example@example.com} in a URL, because it uses special characters which aren't allowed in URLs. If you URL encode it, you get %7Bemail%3Aexample%40example.com%7D (note no braces, colon or at sign, because none of that is allowed in URLs). This is why Construct provides a URLEncode expression. And it's also why it tells you that when you select the "Data" parameter!

  • I'd point out on the upside, we have shipped over 160 ideas so far, including many highly voted ones. Many of these ideas were indeed valuable and the suggestion platform probably did a lot to help bring them to our attention. But to give you an idea of the amount of work involved, that's 160 or so ideas over about 3 years since the suggestion platform was set up. There's over 700 more ideas on there. That's probably another ~5 years to cover, during which time we could easily have another 1000 ideas filed. And the ones we've covered already are probably focused on the small/quick/easy ones, and there are many remaining suggestions that look like at least they need a dedicated 6 month project to get them done, with major implications for on-going maintenance too. So we'd only need to pick 10 or so of those and it's another 5 year's work.

  • As I mentioned, that would potentially be a very large amount of work, and we just can't afford the time to do loads of administration on this.

  • Change the preview mode to 'Browser tab' in settings and you should be able to use the full dev tools, including simulators.

    The presence of the address bar does not mean 'scale outer' is not working - the browser controls that, not Construct.

  • The snapshots feature lets you read the canvas pixel data, modify pixels with events, and then put that pixel data back in to the canvas.

  • Generally the problem is it has been misconfigured somewhere. Double-check everything is set up as described in the manual entry. Also note it advises waiting 24 hours for new accounts since AdMob can take a while before it starts serving ads.

  • I just tried an iOS build and it worked fine. I haven't seen any other reports of issues either. I'd advise filing an issue following all the guidelines if you have trouble.