Ashley's Recent Forum Activity

  • The OP appears to have agreed that using a WebSocket was a good alternative and went with that. Meanwhile I noted in my previous post this would be a complicated change to make. With hundreds of other suggestions, we would probably need to see a lot more demand for this, including use cases with explanations of why other workarounds aren't suitable, to justify the work. This is what the feature request tracker is designed to manage.

  • It's easy to accidentally change something that stops your project working. We can only guess as to what that might be though. The fastest way to get help is to share your project file.

  • Construct's built in plugins are not open source and are not easily customisable - and that's intentional, as being able to modify built-in plugins causes appalling compatibility problems (something we learned the hard way with Construct 2).

    If you have advanced networking requirements, a new plugin that does what you need using something like WebSockets may be a better direction to go in.

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  • fongka2 - you haven't explained your use case, so it's not clear if you really need this or if there is some other better way to achieve it. For example with the limited alias length, it seemed to me using a message was a better way of achieving that - there was no need to store that data in the alias. Perhaps the same is the case here, but it depends on what you're trying to do. This is why our feature request guidelines include providing an explanation of these things - otherwise you're not really making a convincing case for a feature.

    I often push back on feature requests, and the main reason is we perpetually have about 5 year's worth of work on the feature requests tracker, and so it's unlikely that we will be able to implement any specific request very soon, so it's important to establish that the idea really is important and doesn't have any good workarounds. Another reason is often when you dig in to what people are trying to achieve, there is already a solution, or at least some kind of workaround. So it's important to properly understand feature requests - and that sometimes means pushing back on them and asking questions - to avoid ending up spending our limited time on features that weren't really needed.

  • Construct definitely supports Edge. I'm not sure what "download" option you are referring to specifically, but I just checked and the 'Download a copy' option to save a project is still there in Edge.

  • Hierarchies is the right answer. Fundamentally there is no way to completely stop the lag with the pin behavior, such as scenarios where you pin A to B and also B to A. If you don't want to use hierarchies, you will probably end up with lag.

  • Do you mean the built-in guided tour? It seems to be working fine for me. This often happens which is why we have bug report guidelines that ask for more detailed information.

  • Mysterious graphical glitches that only occur on one device are likely graphics driver issues. Try updating your graphics drivers and install any available system software updates.

  • A device with default settings should auto-update the installed system webview (or Chrome browser) and then the error won't appear. Even old devices like Android 8 can still run Construct projects fine so long as the software has auto-updated at some point in the last 4 years or so. If the device is brand new or has been factory reset and you immediately test a Construct app, it's possible it hasn't got round to auto-updating the device's software yet, but it should work as soon as it gets to update from the Play store or equivalent.

  • As long as the project keeps working as expected, console error messages don't necessarily matter. For example it's possible the peer disconnected due to a timeout or connection error, in which case Construct logs the error to the console as a diagnostic in case it's useful, but otherwise it is a normal disconnection scenario.

  • If you create an object that is not placed on the layout, Construct loads its textures on the fly, and that can take a moment on low end devices. In that case the 'Create object' action is effectively asynchronous and you won't be able to immediately paste the object to a canvas, because the object hasn't loaded its textures yet, and so cannot draw itself.

    The easiest solution is to place the object on the layout, and destroy it on startup. Then Construct pre-loads its images when the layout starts. (See Memory usage in the manual.)

    Otherwise you can use the system memory management actions, e.g. the 'Load object images' action, before creating the object. Something like Load object images, wait for previous actions to complete, and then 'Create object' for the same object, will then ensure it is ready before creating and so it should be able to paste to a canvas straight away too.

    (FWIW Construct 2 loaded objects synchronously, and that could jank the game. Construct 3's approach ensures a smooth framerate and better performance loading lots of objects. This is not 100% compatible with C2 projects though and so is a documented compatibility issue moving from C2 to C3.)

  • The signalling server does not transmit any gameplay data. It only helps establish peer-to-peer connections between players. Therefore the connection quality of the signalling server will not affect lag in a multiplayer game and changing the signalling server won't affect it either. This is explained in more detail in Multiplayer tutorial part 1: Concepts.

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Ashley

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