Ashley's Forum Posts

  • If I just make a new project, add a HTML element, give it a class, add a CSS file, and set the class background color, it works fine in the latest release. So it looks to me like stylesheets are working normally still.

  • Sounds like #7796 which is a bug in Chrome that is fixed for the next release, due out in a week or two.

  • This is just the first stable release of a major new feature - more improvements will be along the way. I'd add that the first beta release that included flowcharts was back in December. If you want your feedback to be included in the initial development then it's important to try out the beta releases and give feedback while the early development work is being done. We can't keep beta releases going forever, so eventually we have to decide to take what we've got to a stable release, and then the next round of changes will be under development for the next release cycle. If you then only provide feedback when the next stable release comes out, then it'll be the next release cycle after that before you try the changes, and it ends up taking months or years to iterate on. The point of weekly beta releases is to get feedback and adapt it more quickly than that.

    I'd add that please try to keep feedback constructive (no pun intended) - if you're comparing an early stage feature with some other mature software that's been under development for years, naturally there will be some catching up to do. We do want to do things like cyclic references, but that opens something of a can of worms with possible cases of infinite loops that cause hangs. It can all be dealt with, but it can be tricky and time consuming, and there was already a lot of work with getting a major new feature in place, so in order to get an initial release out that was simply omitted for the time being. As I said, there will be more rounds of improvements through later releases.

  • Try setting the 'Downscaling quality' project property to 'High'. See also The surprising difficulty of resizing images on spritesheets.

    Using Construct in Electron is not supported. Use a supported browser like Chrome or Edge.

  • The way HTML layers work is by creating an additional <canvas> element per HTML layer, so other content can be drawn to that and layered above other HTML content. However this has quite a high performance overhead. Firstly and probably most significantly it will use a lot of GPU fill rate as it has to draw at least one additional viewport-sized texture (and possibly 2-3 depending on the realities of compositing) - a similar overhead to using one or two 'own texture' layers. Secondly it will also use more GPU memory as it allocates another viewport-sized surface (and possibly 2 depending on details like double buffering). A HD (1920x1080) size surface is about 14 MB.

    My advice is to only use the minimum necessary HTML layers to avoid unnecessary performance overhead.

  • Drawing Canvas's automatic resolution mode tries to match the resolution it is displayed at. However as everything can be sized and scaled at fractional values, it's possible the Drawing Canvas ends up at a fractional size like 256.5 x 256.5. It is not possible to allocate half a pixel - the surface size must be an integer. So in this case it rounds the surface size up to 257x257, and then displays only a 256.5 x 256.5 size area from that surface. That allows the same fractional display sizing that other objects support, but means that sometimes the surface size is unexpectedly one pixel larger. It's not a bug, just a consequence of this design.

    You can snapshot an area of the canvas, so you can snapshot the size you really want (e.g. 256x256), or you can use fixed resolution mode which bypasses all that fractional sizing logic.

  • Yes - you can put a tagged range around an icon, and use that to detect hover/input. See the BBcode tag ranges example for a demonstration.

  • Ashley is every Chromium release under Google's control? I mean is Google technically able to know who uses my app because it's made with Construct that uses Chromium to run the app itself? I guess the same applies for PC games, correct?

    I don't believe Chrome or the Android WebView (used for Android apps) tracks people to the level of identifying which website URLs they visit or which apps they use. There's a lot of privacy legislation around the world that would probably make that illegal, and if it emerged they were doing that anyway it would likely be a PR disaster for them. However there are various telemetry systems included in Chrome and Android WebView, although as I understand it, they are used only for technical purposes, such as measuring the number of crashes, and controlling (or reverting) the roll-out of complex new features.

    That's what I believe the situation to be, but if you want the full details you'll have to read through Google's full privacy policies for Chrome and Android, and trust that they abide by what they've written (which I think you can generally count on as they can face serious legal action if they do something different).

  • See Performance Tips in the manual for some general advice. For future reference it's usually a lot easier to deal with if you identify such problems during development, rather than just at the end.

    You should be able to host a large .c3p file on a free cloud storage service like Google Drive, OneDrive, or Dropbox.

  • Yeah, the publishing requirements for Google Play usually change every year, and tools like Construct have to keep updating to ensure publishing is still possible. So old software will most likely not be able to be used for publishing any more. If you're happy with just getting a debug APK on one specific device then you might be able to use some older tools.

  • Changing the max spritesheet size just changes the size and number of exported images in your project. It's hard to see how that would affect anything, unless the problem was in fact something like running out of memory, and adjusting the spritesheet size allowed more efficient use of memory.

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  • See expressions in the manual for more details. You can use boolean expressions for conditions too, like Variable1 < 100 ? "Score too low" : "High score!"

  • I doubt it's feasible to get Construct content working on such old devices. Even Chrome dropped support for Android 4.x devices a few years ago, and supporting very old software platforms gradually becomes harder and harder, much like trying to support Windows 95 today is impossible with any current tools. Besides, mobile devices tend to have their batteries fail, screens degrade, or otherwise have the hardware become unusable after several years. The turnover of mobile devices usually means seeing such old hardware still actively used is vanishingly rare.

  • Browsers don't paint the canvas and other HTML elements at exactly the same time (I'm not sure why). It means if you move a Sprite and a HTML element at the same time they may not be exactly in sync. I don't think there's any good workaround to this, other than to make sure the moving content is either all HTML elements, or all not HTML elements.