Ashley's Forum Posts

  • There's a difference between music production software and consumer apps. Audio professionals can be reasonably expected to configure the various technical settings for their software correctly. Consumers using an app cannot be expected to do that. I speak from experience of having been developing consumer software for over 10 years: if you have a setting, most people won't ever touch it; of those who touch it, many will misconfigure it and then end up coming to you for support.

    If we add an audio latency setting, for every person who uses it to fix a problem, someone else will configure it wrong, get glitched audio, and (because figuring out who to blame is actually really hard), some of them will blame you as the app developer, and some of those app developers will blame us.

    The right solution, as always, is to fix the root cause of the issue.

  • Ugh, that is an unmitigated disaster for compatibility. Please, please don't do that.

  • Mikal - no such method exists in the scripting feature. I think you're confusing the addon SDK which uses different APIs.

    There is however runtime.callFunction() which may provide a convenient way to call in to the event system for other features.

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  • In general, C3 supports whatever the browser supports, and browsers are regularly updated to add the latest JS features.

    C3 currently loads all runtime scripts using <script> tags rather than modules, mainly for backwards compatibility (although this may change in future). That's the only reason you can't use import/export statements, but you can use dynamic imports, and the modules you import from that can use import/export statements, so it is in fact supported if you take that route.

  • C2 used a Function plugin, and this was carried over to the C2 runtime in C3. The C3 runtime deprecated that plugin and made it a built-in feature instead. The blog post I linked to covers the history of it.

  • I'm afraid it's not currently supported. If it's not covered in the reference section of the documentation, it's not there.

  • See the tutorial Publishing to the web, and note the parts about MIME types, since if that is misconfigured your server may not be sending a .wasm file.

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    Nintendo have thousands of employees, already supported HTML5 games on Wii U with the Nintendo Web Framework, and then took that away for the Nintendo Switch. They have vast resources and already did the work to support Wii U.

    Meanwhile we have a handful of employees and have extremely limited resources given what people ask of us (I estimate our feature suggestion platform has about 10 years of work submitted to it given our current size).

    Why put the pressure on us over this? We can barely keep up with everything we have to do already, and even if we took it on, it would have a severe impact to all other Construct features and users (think no more C3 updates for a year while we toiled away on a huge port). Meanwhile Nintendo could easily assign several developers to build a web framework for the Switch if they felt like it, and it would be a negligible cost for them. Why not direct your frustration to them? As I said before, the most likely way to get Switch support for Construct 3, is if Nintendo are persuaded to support it - and the more people contacting them, the more likely they are to do it.

  • Have you actually tried modern JavaScript with all the latest features? It's a fantastic language with great simplicity, powerful high-level features and expressive syntax. We used it to build all of Construct 3, and I'm a big fan now, it's a great language. Much of Construct 2 was written in C++, and I think we are much better off working in JS.

  • This was originally posted in the C3 forum, so moved to C2 forum section.

  • Press F12 and look for error messages in the browser console.

  • .NET libraries depend on a full .NET virtual machine and runtime, which is a completely different technology stack to the browser, so I doubt it's technically feasible. As DiegoM noted there's the option of WebAssembly for C/C++. It might be possible to compile .NET libraries to WebAssembly, but it would be really awkward, since you'd probably end up with a massive WebAssembly file that has to bundle the entire .NET virtual machine and runtime with the library.

    Meanwhile there are literally millions of JavaScript libraries out there. For example npm alone has 1.2 million packages! That would be a much more fruitful place to look for libraries to use with C3. I also think that makes the argument as to whether JS or .NET is more powerful a matter of debate.

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    I described in detail the difficulties with implementing console support earlier in the thread. What do you expect us to do about it?

  • You have to have access to a macOS system to publish to the App Store. This is a restriction imposed by Apple.

  • The question makes it sound like you've mixed up the concept of event blocks and conditions.

    Event blocks contain a list of conditions and a list of actions. An event block can be a sub-event to another event block.

    Conditions test whether things are true or false, and the actions run if all the conditions were met. Conditions can be in both events and sub-events, the distinction doesn't matter.

    However an important point about sub-events is that they run after the actions of the parent event block - i.e. they are only checked if all the parent event's conditions were true.