Ashley's Forum Posts

  • FYI, this is fixed in the C3 runtime.

  • int and random are not built-in global functions in JavaScript. It looks like you're confusing Construct expressions with JS. In JS the correct code is Math.floor(Math.random() * 100) (for a random integer in the range 0-99 inclusive). See documentation on the Math object.

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    terence - I'm afraid not: once again, without providing a project and reliable steps to follow to demonstrate the issue, it is unlikely any progress will be made on this. Also the debug log you provided appears to be for the NW.js runtime, which has nothing to do with the C2 editor.

  • I can't think of any technical reason it would work differently. The desktop download uses the same browser engine as Chrome.

  • You can save a project as a folder (or with .c3p files, rename them to .zip and extract it). Then all the images are separate files, so you could use an external tool that can batch-resize image files. Zip the files and rename it back to .c3p and it's a C3 project again.

  • Use Project Files. Text files aren't really a good format - an array, dictionary or JSON would probably be more suitable.

  • Most systems have 2-4 GB of memory. A difference of 50-100mb isn't much really. It could come from browser extensions in Chrome which you could remove or disable if you really want to save 3-5% of system memory.

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    I'm not sure you understood about updates: it's the NW.js version that does not automatically update, in neither the C3 desktop download, nor the NW.js previewer I just provided. With C3 desktop, to update the NW.js version we have to release an update, and then everyone has to go and download it again. With the NW.js previewer, there's not the step of waiting for us to release an update, so it's better: you can download updates directly from nwjs.io as soon as they're available, including nightly and minor updates. So it is an improvement over how the C3 desktop downloads worked. The C3 desktop download could update the C3 version automatically, because it's just new content on the server that gets downloaded, which I think is the source of the confusion.

    There's already options to keep a Remote Preview going. You can leave the dialog open - including in its own popup window so you can move it elsewhere on your display - and then a normal preview (including pressing F5) updates Remote Preview.

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    For instance, I don't think this NWJS download will automatically check and install updates like C3 and other modern apps.

    The desktop download of C3 never checked for NW.js version updates either. It would have to be an entirely separate parallel update system. Besides, since the previewer uses your own version of NW.js, at least you can update immediately or to any minor or nightly release version, rather than having to wait for us to distribute updates (which is a bottleneck I also wanted to remove).

    If it's possible, having a setting that allows opening NW.exe path after Remote Preview is selected would be fantastic.

    Currently, browsers cannot launch executables for security reasons.

    Also would be handy is additional settings to make testing computer games faster

    Have you seen the new remote preview options in the latest beta?

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  • Yes, it's fundamental to how the Internet as a whole currently works.

  • Have you read the multiplayer tutorial series? It covers connectivity, how it depends on the particular network configuration, and what you can do about it.

  • That shouldn't happen. It's hard to say any more without seeing a project demonstrating the problem.

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    It works for me - make sure you download the "SDK" version of NW.js, the "Normal" version doesn't include devtools.

  • It looks like you could simplify those events with functions.