Ashley's Forum Posts

  • You need to properly escape the separator if it occurs inside data strings. E.g. if the data string includes "|", replace it with a different character. Then of course you have the problem that if the replaced character appears, you have to replace that with something else.

    If you just use a standard format like JSON that already supports all of this so you don't have to worry about it. It's why you should use existing data formats instead of inventing your own, and then having to solve all the same problems data formats have to solve.

  • It means local storage on the device. Cloud storage accounts have nothing to do with this.

  • Try doing what the message tells you: free up more storage space on your device.

  • See this thread.

  • It's a Chrome bug.

  • It's mainly because Construct has always worked like that, ever since Construct Classic.

    In C3 internally we use requestAnimationFrame which is the browser-provided v-sync event. AFAIK most browsers run this at the refresh rate of the display.

  • Chroma72 I'm pretty sure that monitor refresh rate has nothing to do with it. It doesn't limit the framerate of your game. If all your other hardware is capable of running the game at 100 FPS, on a 60Hz monitor you will be able to see only 60 frames per second, but the game will still run at 100 FPS.

    That's not right: Construct ticks at the speed of the display. So on a 60 Hz display it will run at 60 FPS, and on a 100 Hz display it will run at 100 FPS. Assuming your game is designed to be framerate independent, as described by the tutorial, it makes no difference and gameplay will proceed at the same speed regardless of the framerate. However if it is framerate dependent, gameplay will proceed faster at 100 FPS. As noted in the tutorial, the Physics behavior is an exception and defaults to framerate-dependent to make the simulation deterministic, and you need to opt-in to framerate-independent (and non-deterministic) behavior.

    In retrospect this was probably a mistake, since the default means physics works at different speeds depending on the display refresh rate. But it might be difficult to change the default without breaking backwards compatibility...

  • I'm not the right person to ask. This appears to be an issue to do with the low-level details of the Android OS's audio stack. I don't have expertise in that specific area so if you keep asking me questions about it I'm probably going to keep saying that unfortunately I don't really know.

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  • 1) I don't know - it's to do with the wider Android ecosystem, and it seems clear there's a widespread issue with audio latency on Android in general. This is Android we're talking about, not Construct, so it's out of our hands.

    2) Probably not, and besides if you ask people to install something extra, most people won't bother.

    3) I'm not aware of any issues on iOS. This is an issue specifically with the Android OS only.

  • By default Physics is framerate-dependent. See the tutorial Delta-time and framerate independence.

  • The Android ecosystem has had long standing issues with audio latency. Unfortunately this is in the Android platform itself, so is not part of Construct or the browser. This means there probably isn't anything we can do about it.

    For example I found this writeup about latency here: https://superpowered.com/androidaudiopathlatency

    Some choice quotes:

    The overwhelming majority of Android devices suffer from too high audio latency...

    Most Android apps have more than 100 ms of audio output latency, and more than 200 ms of round-trip (audio input to audio output) latency...

    Games: sound effects, such as explosions or gun sounds lag behind by a few frames...

    From my own testing a Pixel 3 with Android 10 and Chrome 78 had no perceptible latency, but a Samsung Galaxy S8 with Android 9 and Chrome 78 did, similar to the videos. If the problem was with Construct or the browser, then both devices would be affected. However the Pixel 3 is not affected, demonstrating the problem is with the device or the Android OS itself, and as noted there have been long-standing issues here.

    Therefore I'm afraid I don't believe there is anything we can do about this. There are lots of other people who badly want the Android audio latency problem to be fixed too, particularly developers of music apps. Not all devices are affected, but I guess the only thing to do is to wait and see if Google comes up with a way to have low-latency audio playback for all devices in future.

  • There's a "Language" parameter in the Request speech recognition action. It defaults to "en", but if you set it to "es" you should get Spanish recognition if it's supported.

  • The URL you mentioned uses http: instead of https:, so I assume the "Use HTTPS" section of the AJAX manual entry applies.

  • Yes, the fix mentioned in that report also happens in C3.

  • You can share it or save it with Local Storage.