Ashley's Forum Posts

  • Yes, that message only appears in preview.

  • The settings are remembered by the browser, and it will only remember it as long as your privacy settings allow. For example if you go and clear all your cookies in settings, it will erase all storage used by Construct, including settings. ("Cookies" is a really bad term for this, it really means "local storage".) So you probably need to check your browser privacy settings, or if you have something like a browser extension that clears cookies every 24 hours "to improve privacy", then that will be wiping all of Construct's remembered settings too.

  • The Addon SDK isn't meant to be the primary way of writing code for your project. Just use script files (or scripts in event sheets) instead. The Addon SDK is there if you want to do something like integrate a third-party service in a way you can use from event sheets and re-use between a wide audience. If you want to do something project-specific I'd definitely recommend to just write code directly in your project instead. JavaScript Modules are also a really good way to share chunks of code between projects too, if you have bits of code you want to re-use across projects.

  • For the record, we want to do both: an easy-to-use tool for beginners, and also a capable tool to build and publish a full game. So we need both features that help absolute beginners get started (like guided tours), and help advanced users go further (like JavaScript coding).

  • I think this is a bug in NW.js. I'm not sure when exactly it happens as I just tried a NW.js export of Ghost Shooter and it worked fine for me, but it does look like something funny is going on in NW.js that could break things sometimes. I responded to that issue with a minimal repro which should help speed up the fix.

  • It looks like the zip file is corrupt. (C3P files are really a zip file of a folder project.) You'd best restore a backup.

  • I think you should always choose "none of the algorithms mentioned above". The question appears to be asking if the app implements its own custom encryption algorithms, and using encryption features built-in to iOS doesn't count. I think almost everything these days uses encryption features built-in to the system - including Construct's Cryptography plugin, and very likely including the Admob plugin - which doesn't apply to that question. There's very little reason for apps to implement their own custom encryption algorithms, but I guess for legal reasons Apple have to ask anyway just in case.

  • The Recreate initial objects action nearly handles the instantiating pre-created objects part of it for you already - the only bit missing is to then move all the created objects to the new dynamic layer, which you might be able to do with an extra "move to layer" action.

  • That's not currently supported, nor is it an architecture Construct was designed to facilitate. Behaviors aren't really meant to be used like that.

  • Global layers are currently implemented as an editor feature - by the time it launches the runtime, all overridden layers are replaced with normal layers that copy the global layer. So it's not currently possible to add a global or overridden layer at runtime.

    Since your project likely has a fixed number of global layers, you probably don't need dynamic layers anyway - just add the global/overridden layers in the editor and make them invisible if you don't need them.

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  • Yes, the image sequence export option has full support for alpha transparency and can be used for creating sprite animations with transparent backgrounds for games. There's more information in this guide on exporting image sequences with Construct Animate.

    The GIF and video export options can be used in the free edition for exports up to 5 seconds long, but the GIF file format doesn't have full support for alpha transparency, and the video export currently doesn't support alpha transparency (although it's possible to make a video with transparency from an image sequence export).

  • Interesting thoughts all, but I have to say, for us the more we add to the free edition, the fewer sales we get. Open-source projects use a different model where most of the product is free, the titans of the industry like Unreal can rely on revenue from royalties of major commercial titles, and some other tools are backed by billion-dollar corporations who don't necessarily care about running things at a loss. I think we're actually relatively unique in being an independently run, small/medium-scale commercial business with subscriptions, and making a success of it. However we also have to make sure that's sustainable, and in its current form, it is. Unity are losing about a billion dollars a year at the moment so clearly they're thinking "this is unsustainable, we need more revenue fast", and look where that's ended up, and I think that's a good reminder of the importance of having a sustainable business.

  • Thanks for the feedback! Sounds like it's working out OK so far.

    Ashley - do you expect to create a template for a companion app, or should we roll our own (I am not in a rush.)

    I thought about making a separate SDK, but I think it only needs a small modification from the stock wrapper extension in the addon SDK. There's some instructions here on how to do it, which basically amounts to creating a new wrapper extension and adding the Steam-specific include stuff from framework.h. It's true I haven't fully tried this yet, but I think that's all it will take - if it seems harder let me know and I'll see what it takes to get it working (and make a separate companion SDK if necessary).

  • Most of the time changes will only be in the www folder. However some project changes may affect the Xcode project too, such as changing project settings, changing export settings, or adding/changing/removing third-party addons that use Cordova plugins. So for basic changes updating the www folder is probably fine; if you're not sure, a diff tool can easily show the difference between two folders of files to compare two exports, e.g. WinMerge on Windows which I use myself sometimes (although I'm not sure what macOS equivalents there are).

    Remote Preview is designed to let you quickly test on mobile without needing to export every time. Is there a reason you're not previewing with that for faster iterations?

    On a side note, upon searching, it seems like most documentation on Construct -> iOS is about 5+ years old.

    AFIAK the process for exporting to iOS hasn't changed substantially over the past few years, so the existing documentation should still apply. If anything is out of date then let us know.