Ashley's Forum Posts

  • There is no intended limit on the index - if there is one it will probably be around 1 GB (so an index of about 1 billion). You've probably made a mistake in your events or gotten confused with something else. Perhaps you are reaching the limit of a byte, which is 255. You can work around that simply by writing a larger value, like an int32.

  • There is no track ID named "greenBox" so it won't work.

    Edit the timeline, click the object track (where it has red - 2 above the X and Y positions), and set the ID property to "greenBox". Then it works. (You might want a clearer track ID though, since calling a track with a red box the "greenBox" track seems confusing.)

  • That looks correct, but did you set a track ID to "greenBox" in the timeline? It's easier to share a project in these cases so we can see how you've got everything set up.

  • Use the 'Set instance' action before playing it to change it to play with a different object.

  • Thanks, updated the links there.

  • Ah OK, where was that link in the manual exactly? I can update it.

  • Note the previous tutorial link is for Construct 2 and is out of date. For Construct 3 see the tutorial Offline games in Construct 3.

  • No, and it would be extremely difficult to add - a suggestion for this has already been filed and read the official response there for some of the details about why it is so difficult to do.

    There are other options for teamwork though, for example collaborating using source control tools like SVN.

  • I'm afraid it's impossible to tell what happened from that picture alone. We need reliable steps to reproduce the problem to be able to investigate.

  • Sure, just call the browser APIs directly. See getUserMedia.

  • Yeah, texture uploads are slow. Text does not do anything specific to handle this, but often text objects do not change every frame, so they just render like sprites and largely get away with it. Large text objects that change text every tick have been reported to be slow before, but there's not much to be done about it, so we just advise to avoid that case if possible, or use SpriteFonts which render directly without any texture uploads.

    Since a Spine animation presumably can be expected to always change contents every frame, then it will hit you harder. There's very little that can be done to optimise it, other than not using texture uploads at all. That is why my very first suggestion was to find a way to render it directly, so this problem would be bypassed. The main advantage of using texture uploads is that it's probably much quicker to get it working, since you mentioned it looked difficult to set up the library to render directly... so to completely solve this, you're probably just going to have to bite the bullet and do all that work.

  • Yes, we need steps to reproduce the issue to be able to investigate it. Please provide these otherwise there is nothing we can do. Unfortunately videos generally do not help - we cannot debug a video.

    There have been no significant changes to the save system since the last stable release r269 so it seems unlikely this was a recent change in Construct. There are several other reasons saves could fail, including driver bugs, hardware failure, software conflicts and so on - it may be one of those reasons instead.

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  • Yes, but normally that would do nothing, since usually you'd have to actually make some calls to the plugin for it to do anything.

  • I think the best approach is to use the addon SDK to write a plugin that uses the Cordova plugin. You can also set the Construct addon to automatically add the Cordova plugin as a dependency.

  • All I need is to CLEAR it or REMOVE or UNLOAD from that specific frame and not just the option to replace with another, it is very important in my project that it can get back to empty frame

    This doesn't make sense. You first say that you don't want to replace it, but then you say you want to go back to an empty frame, which means replacing it with a transparent image.

    I think you are confusing "unloading" with "replacing with a smaller image to save memory". They're not exactly the same thing. The System object can unload object images. If instead you want to replace a sprite frame with a different image, another way of doing that without having to use obscure data URL strings, is just to create a small Drawing Canvas object, clear it, and save the image. Then you can load the SavedImageURL in to the Sprite object. This also has the benefit that you could draw any content at all in the Drawing Canvas object (e.g. clearing to a fixed color, adding a border, etc).

    So I think there are already a few good options to do exactly what you want. In general it's better to ask "what other options are there?" before "can a new feature be added to do this?"