wiverson's Forum Posts

  • 7 posts
  • So, between the new iOS rev and Construct 3 updates, the behavior of text-to-speech appears to have changed. It appears that I have to initialize the text engine by getting it to speak at least once in a user-initiated tap. Any idea when or where this new behavior is documented?

  • Thanks for the feedback - I was building projects with various plugins trying to isolate, and after running down a bit of a rabbit hole with LocalStorage I was starting to go a bit crazy.

    Yeah, it's almost certainly the Physics bug.

    Just throwing all of the plugins I'm using into a sample is excellent advice - will do next time!

  • I have a not huge, but not trivial project that I'm working on. When I try to export it to iOS with the JavaScript minifier on, it fails to run, but it seems to work fine with the minifier turned off. This is the iOS/Cordova Export -> Minify script checkbox. Otherwise, I'm just opening it up in XCode, setting the signing to my team, and hitting go. The app itself isn't doing anything too complicated (IMHO).

    I have tried isolating it, but all I've been able to do with the debugger is poke around a bit in Cordova's internals. I'm not super-interested in debugging the script minifier - that is rapidly is getting into an area of complexity I'm trying to avoid.

    I'm fine with emailing the project to Scirra for review, but I don't want to attach it to an open GitHub issue.

    Thoughts on the best way to approach...?

    Any news on Construct 3?

    I'm on a Mac as my main machine...

    Cheers,

    -Will

  • Thanks for the fix - I'm running in VMWare Fusion on my MacBook Pro. Turning off the 3D acceleration feature in VMWare fixed the issue. Interestingly, bumping it up from 1GB to 2GB dedicated of virtual GPU RAM didn't make a difference, but flipping the acceleration off completely solved it.

    I don't have a lot of objects (>20), but I did have a somewhat(?) large layout - apx 10,000x10,000 pixels. Not much in the way of event sheets either - maybe 30-40 events total. The layout has three tiled objects on different layers for parallax, but that's about it.

    I guess from a trouble-shooting perspective, it would be cool if the editor would report an error if the GPU acceleration bonks out, or maybe falls back to non-GPU if GPU fails. Of course, if I'm in feature-ask mode I'll just ask for a Mac native Construct 3.

    Thank you so much for the quick response!

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  • Hi -

    I have an issue where when I open a layout in the editor, it opens and renders fine. As soon as I click anywhere in the layout, the entire window turns completely black. Once it turns black, nothing renders at all, nor can I interact with anything. Running the game works fine... but obviously I can't make any meaningful changes. This is on r216.

    Before I whack the project down and try to winnow it to a postable capx, has anyone seen this before?

    It's showing as 16.6mb memory usage, so I don't think that's it...?

    Thanks,

    -Will

  • This is also an issue on my shiny new Razer Blade laptop - other apps run great at native resolution with UI elements set to 200% (similar to Retina mode on MacBook Pro), but I have to reset resolution back to 1600x900 and change UI scaling back to 100% to run Construct 2. I don't mind the resolution switch too much, but resetting the UI scaling requires logging out/in.

    I think the fix is basically to just have Construct 2 properly respect the UI scaling?

  • 7 posts