Ashley's Recent Forum Activity

  • Just write it like you would for any other web content:

    	const response = await fetch("file.json");
    	const myJson = await response.json();
    	console.log("Fetched JSON: ", myJson);
    
  • It depends how you've added it to your project. The easiest way to get help is to share your project file.

    For example if you pasted all that HTML in to a HTML Element object, then it probably won't work, as the HTML is a full document, whereas the HTML Element is just one element inside an existing document. So things like the <html> and <head> tags probably won't work as expected.

  • IIRC, the Steam Overlay will not appear unless you have --in-process-gpu, because Steam doesn't understand Chrome's multi-process architecture. Using --in-process-gpu is a hack to work around that bug in Steam. They really should fix the Steam overlay, otherwise you just keep getting deeper and deeper in to hacks and workarounds, and you eventually get cornered with situations like this, where you have to choose between good performance or having the Steam overlay work.

    IIRC there was some other way to modify a binary to force the high-performance GPU, and maybe that works with --in-process-gpu, but that's still going down the rabbit hole of hacks. The best approach is and always has been for Steam to fix the overlay.

    I've done by best to contact Valve about that, and so far they've ignored us. In situations like this we need every individual developer affected to contact Valve about it so they better understand the scope of the problem.

  • There are many mistakes in your script - inst, LOS, ray and Player are all undeclared, it's console.log not Console.Log, and the first reference to IsFalling is undeclared. I would suggest going through the Learn JavaScript in Construct course which covers the basics of things like variable declarations.

  • Try again with r399 - does it work now? It fixes a bug where it wasn't setting up TypeScript for addons properly.

  • We've recently added back Xbox support. The extent we can support it depends largely on console makers. IIRC the original Xbox support was deprecated because Microsoft dropped support for it. Support is essential to ensure things keep working - keeping using unsupported software means risking waking up one day and suddenly it's all permanently broken and Microsoft won't provide any support and everyone's projects and game launches are ruined. (The same rationale is behind the Addon SDK v2 - addons using unsupported features risk the same thing in Construct itself; experienced developers know not to go anywhere near anything that risks that level of disaster, and that's the same thinking behind not trying to use unsupported Xbox technologies, no matter how important it might be for the product.) In my view it's better for us to say we don't support it either than try to keep using it with that risk hanging over us. IIRC it also used the legacy Internet Explorer browser engine, which we dropped support for years ago, so we wouldn't have been able to keep supporting it until now anyway.

    The new Xbox support is based on WebView2 which is based on the Chromium browser engine. From my tests the technology works great. The main issue is it only works in UWP and Microsoft have restrictions on how you can publish UWP games. I don't know why they have those restrictions and I don't know if they plan to change it. It would be best for anyone interested in Xbox publishing to contact Microsoft about that directly as it's entirely out of our control.

    Supporting other consoles has been extensively discussed in the past, but in summary, if console makers provide something like WebView2, it is fairly easy for us to support; if they don't, it is extremely difficult to support and so far I don't think it is feasible for us to do it. Xbox has WebView2 but only for UWP, and as far as I'm aware (NDAs make it harder to tell), PlayStation and Switch do not have anything equivalent. The status quo is using third-party porting companies converting Construct games to console, which is probably the best we can do for the time being without support for web technologies on consoles.

  • The Platform Info script interface was added in r393.

  • Actually, when I try to use 'Set up TypeScript' it reports an error for me. I think something might have been broken recently - I'll see if I can fix it for the next release.

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  • It is defined in the editor-provided TypeScript definition files. The 'singleglobal' SDK sample works for me, being fully validated in 'watch' mode in VS Code.

    Make sure you're using the addon SDK v2, and that you followed all the steps correctly.

  • Then it takes another half an hour (no exaggeration) to open the large project again

    How big is your project? I have never seen or heard of a project taking so long to load.

  • The point I was making before is if correctly configured, it should load quickly. So the problem may be you need to make sure you've configured things correctly.

    IIRC the problem with the long startup is that Google's library simply hangs when incorrectly configured. So we put in a timeout so the app at least starts up in that case. But if you have it correctly configured this situation should not happen.

  • If I remember correctly, this came up before and it is that it takes a long time if it is incorrectly configured, as it is in fact timing out (and there is no better error message provided by Google's libraries). Perhaps DiegoM remembers some other details.

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Ashley

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