Ashley's Forum Posts

  • Note this thread is 4 years old and isn't about Android.

  • JSON does not support NaN or Infinity. They will turn in to null. Unfortunately it's a limitation of JSON itself.

  • I would, sometimes you want to show polly even for the end game user.

    But why though?

    Given how limited our resources are we need a good justification for any feature. The collision poly seems like an internal game detail that you wouldn't show to the user.

  • What do you need it for? I've never heard anyone ask about this before.

  • For pixel-perfect rendering, tick Optimize for pixel art when creating the project. As described in the manual this sets the following project properties (which you can also set at any time):

    • Pixel rounding is enabled
    • Letterbox integer scale fullscreen mode
    • Low fullscreen quality
    • Nearest sampling
  • I think all three can be handled by tagged keyframes. You can set a tag on each master keyframe, and then the Timeline plugin On keyframe reached trigger runs when that keyframe is reached, where you can do things like play sounds, make an object visible, etc.

  • I am trying to do is create just 1 HTML file that contains all of the information needed to run the game.

    The key question is "why do you want to do that?" - normally games run more efficiently as a series of files. The Playable Ad exporter can do a single-file export, but it is inefficient compared to a normal HTML5 export, so you should only use it if you have to.

  • The volume expression only returns the volume used for the 'Play' action, not the current audio level. Take a look at the Audio analyser example to see a way to get the spectrum and audio level.

  • The problem is, even if there are only 5% of all app-downloads which have the white-screen error, it's very bad for your game.

    It's not actually clear that this is the same problem as described here. Normally an error message should appear telling people to update. Old devices with out-of-date software often also have buggy GPU drivers, which can cause problems like only displaying a blank screen. This type of problem also happens a lot and is unfortunately inherent to the Android ecosystem, affecting any kind of app using OpenGL.

    As far as I can tell our "not supported" screen is working - you can see it in old browsers like Internet Explorer where it appears correctly, and we've not had any other reports of the screen not appearing (indeed any questions usually refer to the text of the message and asking more about what it means, suggesting it showed OK). So I suspect that actually there is something else going on - or a combination of both issues, perhaps - so solving the webview issue may well not actually fix the blank screen problem, nor completely stop 1-star reviews (which lots of people seem to submit arbitrarily, even for apps like Construct 3 itself). It's important to fully diagnose what's really going on before jumping to a conclusion, to avoid being sent on a wild goose chase that may not actually help.

  • AFAIK the current status is:

    Android 5-6: uses Android System Webview app

    Android 7-9: uses Chrome app (not sure what happens if Chrome not installed, I think it falls back to the Android System Webview app)

    Android 10+: uses Android System Webview app again, with a common core shared with the Chrome app (presumably this is an internal system component? not sure)

    Anyway any device that shipped any time in the past 2 years should have come with sufficiently up-to-date software out of the box to work just fine. So it seems to be old devices that haven't had any software updates - not even app updates - for a few years.

  • As far as I can tell, it's a bug in Apple's software, and so Apple would need to fix it. Unfortunately we cannot be held responsible for fixing bugs in other software such as bugs in iOS itself.

    It would be best if everyone uses the C3 runtime since it's got so many improvements over the C2 runtime, including modernisation that happens to work around that iOS bug. That's why I think the best approach is to comment on this Google issue to fix the problem with Android WebViews.

  • You should be able to ignore the warning and still publish APKs.

    Construct games are already low-overhead and widely cross-platform, so Android App Bundles are unlikely to provide any significant optimization benefit. However Google want people to use it anyway so they show a warning.

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  • For point 1: Can you please tell me when this update was made?

    I think it was fixed in r158, which made a stable release in r164.

  • For point 1, an error message should appear. Are you using the latest version of C3? We fixed a bug recently where the error message might not appear. If you published using the latest version it should show a message saying what to do to fix it. If it doesn't then it's still a bug.

    I'd also suggest adding your feedback to this issue where we asked Google to fix the problem of out-of-date WebViews, which might encourage them to act on it.

    For point 3 Construct already has features to dynamically manage memory. See the system actions about loading and unloading images. There's also a guide in the manual about memory usage.

  • You can't run an exported HTML5 game from your computer. As the error message is telling you, you need to upload it to a web server before it will work. If you need to run a game from the desktop, use the desktop (NW.js) export option instead.