Ashley's Forum Posts

  • The Scirra-hosted signalling server is for Construct use only. It is not for use with other products or services. Obviously we do not want to pay for and maintain a service for something like completely unrelated Unity games.

    You can however host your own signalling server, in which case you can do whatever you like with it. But if you want to use it with other products or technologies, you might be better off just writing your own custom server with something like node.js.

  • When posting messages to workers, the browser uses the structured clone algorithm to create a copy of the data (or in some cases, transfer the data, which essentially destroys the sent data and rereates it in the recipient).

    In short this means you can only send data, like JSON and ArrayBuffers. You cannot send arbitrary functions or classes. So you can send data about a keyboard event, such as which key is pressed, but you cannot send the entire runtime object.

  • Construct has no involvement with the overlay other than occasionally requesting to show or hide it. The overlay is rendered entirely by Steam. So I don't think this is anything to do with Construct.

    My best guess is it's either a graphics driver bug or a problem with Steam - either way Valve will need to help you.

  • I don't think this is possible with Construct's current layering system. You can do overlay compositing with 2D content, but all 3D content is rendered in to the same "world" (it all shares the same depth buffer). This is ultimately because Construct is designed mainly for 2D games.

  • 1. There used to be an option for fixed or evergreen exports, it seems like it's only evergreen now, why is that?

    Fixed mode is still supported. It's covered in the Exporting to Windows with the WebView2 wrapper tutorial. I would recommend the latest version though - fears of breakage are usually over-done, as Construct's web exports have been working reliably for years, and even if something breaks, you can always patch your game.

    2. If I use either types of export, I assume there still can be future updates to the exe and dll provided with the export on C3 side, how do I track if and when a new version of that is released?

    Just keep an eye on the changelogs of releases - any such changes will be noted.

    3. Possibility of controlling the data folder name? -> see this post:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/control-name-data-directory-180023

    I don't see any reason why this needs to be changed.

    4. In theory will it be possible to run C3 editor with it as we used to do with NWjs?

    No, we plan to keep Construct running in the browser. The NW.js editor had a bunch of bugs and limitations due to not being a real browser, and it really has negligible benefit these days anyway, as you can do things like use project folders directly in the browser now (which was one of the main original motivations for having a desktop download).

  • Chrome/Windows remembers logins fine for me, I was only aware of the stock browser having issues with Safari. Usually if other browsers don't remember logins, it's due to browser extensions or modified browser settings that clear cookies/storage on a regular basis, which will also erase Construct's saved login.

  • IIRC Safari's default settings keep deleting your saved login, which is pretty unhelpful. I think if you change some privacy/tracking settings it should be able to remember it again - perhaps turn off some combination of the settings in the privacy section. Or just use Chrome or Firefox which tend to work better anyway.

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  • HTTP 403 means "Forbidden", so this sounds like something to do with the server configuration on itch.io. You'd probably need to talk to them about it.

  • See the tutorial Exporting to macOS with the WKWebView wrapper. By default macOS security restrictions will block an unsigned app from being run.

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  • If your game is not fast enough, make measurements using the CPU and GPU profiler, identify the parts that are slowing it down, and optimize those. Otherwise you are probably just wasting your time.

    This sounds like you're trying to circumvent Construct's free edition restrictions, so closing the thread.

    The HTML export is not designed to run in an Android app. Use the Android exporter instead.

  • - Pick output based on conditions proper to each possible output nodes

    An 'On node entered' trigger, with subevents with actions to choose which output to go to.

    - Having a specific dialogue node that wait X second before executing the regular Dialogue node condition logic

    An 'On node entered' trigger, with a wait action before going to the output. (You could for example have a "wait" node with the same tag in multiple places, and re-use it.)

    - Playing different sounds, or putting different actions in every single nodes (let's say you have 5000 nodes as you suggested)

    Have an output with a string of the sound to play, e.g. output name "PlayAudio" with value "SFX5", and in 'On node entered', if an output "PlayAudio" exists, play the sound in its value.

    - Having multiple value to handle for each node (avatar image, avatar animation, text animation, related QuestID, including variables within the actual Dialogue text)

    Outputs are also designed to store data, such as in the prior example I gave, where the sound to play is stored in the node. You can use multiple key-values, essentially using each node as a small Dictionary storage.

    So I think all that can be done with the current design. I think it will take some time for people to use it and get familiar with how it works and the patterns you can use with it. Maybe some things will turn out to be a headache to implement, but I think at the moment things are very speculative and everyone needs to try things out in practice and then give us feedback for real-world uses. We also have lots of improvements in the pipeline so the way it is right now isn't necessarily its final form.