Layers have a very low overhead unless they render to their own texture, in which case they have quite a high GPU overhead.
Construct 2 was retired in 2021 and will not be updated any further.
You can't animate icons in the text directly, but you can also use the new BBcode tagged ranges to help: make a transparent icon, tag it, then place an animated Sprite object on top of the tagged area position.
If you run in to any problems please file an issue following all the guidelines. It is also helpful if you can occasionally test beta releases and check everything still works, as it is much easier to help if you report a problem at the time it occurs, and also helps avoid problems reaching stable releases.
Signed AAB exports have been supported for a long time now.
Please see this thread for feature suggestions.
Doesn't the TagAtPosition expression added in this release already do that?
For small projects it means typing in much larger numbers which I thought makes it a bit more cumbersome. I'm also reluctant to change any really long-standing features by default as it messes with people's expectations - there's years and years of tutorials, lesson plans, videos etc. which might talk about UIDs working differently, or somehow be broken if they expect incremental UIDs, so I try to be cautious about changing core things like this by default.
If you get a black screen with WebGPU enabled but it works with WebGPU disabled (using WebGL), it's probably a bug, so please report it!
Anisotropic filtering is different to antialiasing.
Currently the way permissions work for the File System Access API is it only grants access to files and folders the user has specifically chosen with a picker. However it can remember that access across sessions.
It should work after a web export, but it depends on how the itch.io site works. For example if it runs your game in an iframe but doesn't give the iframe clipboard permission, it may not be possible to access the clipboard. It's probably something the itch.io developers need to look at.
All past releases are available on the releases page. We realized this change could have backwards compatibility implications which is why we also posted this forum thread with detailed information and workarounds. As that thread notes, if your project is affected, it's likely it already had a bug on high refresh rate displays, and the fix at least makes it consistent.
Member since 21 May, 2007
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Wider technology issues from Ashley's perspective.