Ashley's Forum Posts

  • Scripting is only supported in C3 runtime projects. Make sure the project is switched over from the C2 runtime to the C3 runtime, then save and reopen it.

  • You can also just click "Reset dialogs" in Settings.

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    Android builds were retired from the Intel XDK years ago, so closing this thread to stop anyone else stumbling across it, it's not going to help you any more.

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  • It's really hard to comment without seeing the entire project. By far the easiest way to help with issues like this is: create a new blank project, create the minimal events demonstrating the difference, and share that project.

  • Try switching to high quality downscaling mode in project properties.

  • We don't make NW.js - it'd be more appropriate to direct the question to the NW.js developers. You could try out their kiosk mode which may be related.

  • The first is an object condition that picks instances, and the second is a system condition that does not pick instances. So they are different.

  • Real-time video encoding is extremely resource intensive. If your system isn't powerful enough it will impact the game. Your only options are to try recording at a lower resolution or quality, or get a more powerful system.

  • The device has no WebGL support. I guess if it's running on an emulator without a GPU, it may not be possible to simulate that. Although it ought to fall back to software rendering. I'd contact Bluestacks support about it.

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    You can use the desktop (NW.js) exporter if you have purchased a license.

    Any other methods would be discussing ways to circumvent the license, so closing this thread.

  • If you add a different sized icon, it might use it, it might not. It depends on the circumstances.

    IIRC it takes the size from the filename which needs to be in the format icon-SIZE.png, so it doesn't have to decompress the image to find its size. Obviously that should match the real size of the icon anyway, regardless of that.

  • It's actually surprisingly complicated, because every platform treats icons differently, and often the platform-specific rules are themselves complicated, involve lots of formats and variations, and also change those rules on a regular basis too.

    Where possible, when exporting Construct automatically uses the largest icon in the icons folder as the main icon for your project. It may also use the smaller icons if the platform allows this and they can be automatically specified.

    However the platforms where this can happen and the precise icons that get used are different, and keep changing too. So basically Construct makes a best-effort attempt to use the icons in that folder automatically, but you should check the exported result and update or customise any icons after export if you need to (e.g. in Xcode for iOS).

  • I just tried saving to Dropbox and it worked fine. Also saving has nothing to do with the content of your project - it's essentially uploading a zip - so it would be weird if the contents of that zip had anything to do with the upload process. Try pressing F12 and seeing if there are any extra error messages logged to the console.

  • Browser vendors actually advise to avoid pre-allocation because it can decrease performance. Apparently it impacts the escape analysis optimisations that help speed up garbage collection.

  • There are serious bugs in iOS 11 that break Construct games, so we default to iOS 12+ to avoid those bugs affecting your games. Unfortunately these issues were caused by Apple and they were only fixed with the release of iOS 12, so we have no good workaround to those problems other than to set the minimum supported iOS version to 12+. According to StatCounter this already covers over 90% of devices though, so it doesn't seem like there's much lost in setting that as the minimum supported version.

    It's hard to comment on why the game relaunches without seeing a project that demonstrates the issue. It's possible it's doing something like exceeding the hardware limits of the device and crashing due to running out of memory. There might be more information in Xcode's log.