bobgourley's Forum Posts

  • 3 posts
  • I need to use some custom css in my game, and it works great if I apply it to the final exported files. But what if I'd like to have it work during Remove Preview? Is there a way to include it in the project itself?

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  • It's strange, but I am positive. Importing the sounds normally, they work fine on my iPad Pro running ios 11, but not on my iPhone SE running ios 12. Using an older game file, which bundles .m4a sounds into the export, it does work on the ios 12 iPhone. I have submitted a bug report.

  • I'm developing a slot machine game, based on a template that I purchased (though at this point it's 80% original). However, I'm running into an issue with audio (sound effect) playback when viewed in a browser on IOS devices. In my version, they just don't play. Construct has converted the files to webm.

    However, when I try the original template, they do work. The difference is that it is a Construct 2 file brought into Construct 3, and there are .m4a versions of the audio (which get exported with the game).

    From what I've observed, this issue is only affecting devices with IOS 12 (though I only have 2 devices to test on, one with 11 and one with 12). The old template (that included m4a versions) does work on IOS 12.

    Is this I known issue, and if so what would a workaround be? Is there a way to force IOS browsers to use an .m4a version? (I've tried including as an external file). Is the current Opus audio decoding code not compatible with IOS 12?

    I have tried using both the latest stable and beta versions, as well as the Construct 2 and 3 runtimes.

    I have tried creating a simple file where a sound should play when a button is clicked, and the same things happens.

  • 3 posts