Ashley's Forum Posts

  • I just checked this - we did some maintenance on the build server yesterday but part of the configuration wasn't updated. I just updated it so it should work now. Apologies for the inconvenience.

  • You can play audio from a URL using the Add remote URL action. There's more information in the Audio manual entry.

  • Construct will remember your login and settings as long as the browser does. Check your browser settings or if you have some kind of extension that clears data. For example if you have something that clears all cookies every day, that will also clear your Construct login and settings.

  • This doesn't really make any sense as there were no changes to Android exports between r308 and r308.2 - the update was mainly about fixing a few issues with the editor.

    In general it's impossible to help unless you can file an issue following all the guidelines, as we need all those details to be able to investigate.

  • My hope was to simply have zip files of each of the games that I could download and run locally.

    Construct games work offline once they've loaded. So serving from HTTPS doesn't sound all that different to just downloading and loading zips. So maybe you could just use a server after all?

    Im curious though, you mentioned not supporting the file:// protocol, but isnt the macos * ios exports utilizing that?

    Not any more - we moved to an app: scheme using WKURLSchemeHandler a couple of years ago to get off the restrictions of the file: protocol. Even before that, we had tons of ugly compatibility code in Cordova mode to handle all the problems of running on file:.

  • You can't load projects over the file: protocol. So many things get blocked for security reasons it won't load at all. There are quite a few significant changes that need to be made to get it to load.

    Why not use the built-in iOS export? That loads the game in WKWebView and handles all of this for you.

  • There's no limit other than how fast the host running Remote Preview can upload. However once the project has finished loading, the bandwidth requirement is minimal. So it will be much more likely you can handle lots of peers if they load at different times (so the upload happens one at a time), rather than at the same time (which means uploading to multiple peers simultaneously).

  • Maybe you spelt the name of the instance variable wrong?

    It's hard to suggest anything else without seeing the whole project.

  • What the blog post describes is still the case.

    It's not guaranteed to be faster to check for collision first, but I would suspect it usually is. If you have thousands of spread-out instances and a series of conditions that are costly to check followed by an overlap check, it will likely be much faster to do the overlap check first. However if you have thousands of instances all in the same place (hence in the same collision cell) and a cheap condition that can quickly filter them down to just a few, then it's probably a bit faster to do the collision check last. However the first case will potentially make a big difference and the latter case probably only a small difference, hence the advice to prefer the former. As ever the only way to get the correct answer on performance questions is to measure it.

  • That's an exported project and cannot be opened in Construct. Actual Construct project files are .capx (C2) or .c3p (C3) files.

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  • Ouya was apparently discontinued in 2015, I'm surprised it's still in any kind of use!

    So long as it uses the standard gamepad spec it should work with the existing gamepad plugin, but I guess being 7 years out of date means it's way behind on supporting that. I'm sure you'll run in to loads of similar problems if it's that far out of date.

    It's very much our intention not to expose the built-in plugin/behavior code in C3. In C2 it was not meant to be used, but people found it in the install directory and so started making tweaks, which we never wanted to happen because it causes appalling compatibility nightmares, and that's exactly what happened. It will cause more problems than it solves. If you want to do something custom, write a new plugin or use JavaScript coding.

  • Construct is designed to load layout-by-layout, and in desktop mode it won't even touch the other resources as it knows they're available locally - so I'd have thought it wouldn't matter if there is 7 GB of content, as it will still only load what it needs to display the first layout. Are you using NW.js with packaged assets by any chance? Maybe it's extracting the assets file, and if you turn that off it won't need to do it on startup.

    Anyway, you can have a loading logo (and why not leave the progress bar showing? it's useful feedback for the user)

  • Desktop apps usually load more or less instantly as all the resources are available locally and so don't need downloading. The splash shown on Android/iOS is a system-level feature applied to all apps, and that concept doesn't exist on desktop systems like Windows. I guess you could just show your own banner on the first layout?

    Please note that we will be performing some planned maintenance on the build service on Monday 26th September. Work is scheduled between 10:00 and 16:00 GMT, during which time the build service, which handles Android and iOS exports, may be unavailable or only intermittently available. (The 'Cordova project' export option will be unaffected as it does not rely on the build service.) Please note that you can also build mobile apps locally without the build service using the Cordova CLI.

    This thread will be updated with any news about the update and availability of the build service, including if it concludes early, or if any unexpected issues cause a longer outage. Occasional upgrade work is important to make sure the build service is reliable, secure and performing as well as possible. Thanks for your patience.

    Update 10:38am GMT: work is now beginning so the build service will be temporarily unavailable.

    Update 11:42 GMT: work has now concluded earlier than scheduled. The build service should be working normally again. Thanks for your patience.

  • Why is text treated differently than sprites? I've done some things before and text has always lacked an "upon created" option like sprites.

    I just explained - text is treated the same as sprites, in terms of picking in the event sheet. Text does have an 'On created' trigger too, as Sprites do.

    It's difficult to comment any further without trying a real project file - that's always the best way to show what you're doing and get the right help.