Ashley's Recent Forum Activity

  • The error does seem to identify the Greenworks plugin, but I have no idea how that error could happen. Maybe somehow you installed two Greenworks plugins? That should not be possible.

  • Normally you don't need to change the layout size: you can just use unbounded scrolling for an essentially infinite layout area, and then implement your own scroll limits with events. Pathfinding is a special case as it uses the layout area to determine the obstacle grid. But if you have a maximum size you know is the furthest the size will go to, presumably you can just use the same approach, but working within that maximum size.

  • IIRC, that is not supported in the Addon SDK, so you should not (or cannot) use it. The supported methods are listed in the Addon SDK documentation.

    Just use normal instance properties.

  • You don't need to use the WebSocket plugin in Construct. You can just use the WebSockets API directly in JavaScript, i.e. new WebSocket(...).

  • I think the "sad face" icon means the GPU driver crashed, or your game used too much memory and crashed. Check the memory usage is reasonable and try updating your graphics drivers.

  • As noted, you can't pathfind over an unlimited area, as doing so would require an infinite amount of memory.

    You could set the layout size to the largest you'd need to use, and then implement custom scrolling boundaries within that to simulate using a smaller layout.

  • Export with the NW.js option and make sure one of the Linux platforms is selected. It exports more files than the ones you stated.

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  • Is there any way to debug on these phones to identify the problem?

    Only Google can identify this kind of problem. As I said before, if you run in to a performance problem that only affects the APK and not the browser, please file an issue with Google at crbug.com with details about the device.

  • Yes, all functions are global. It's easy to check: just create a project, add a second event sheet, add a function, and see if you can call it in the other event sheet. You can. I noticed the manual entry does not specifically state that though, so I added a note to point that out.

    But no, being global does not mean it has to be checked every tick. Like triggers, they only run when they are called.

  • I think this could prove very complicated, since you could accidentally make thousands of expressions invalid in your project, if you did a find-replace that produced invalid syntax. There would have to be some way to prevent that, and that may in turn prove sufficiently limiting that the feature doesn't do what you want it to any more.

    Find-replace is also notoriously error prone - for example if you do a naive text-based find and replace for "text" with "label", and buried somewhere in thousands of events you have some dialog shown in game saying something like "In the right context we could...", that will also update to "In the right conlabel we could...". Now you've mangled a bunch of your game's dialogue in hard-to-find ways that will only show up after hours of playtesting. This is such a common problem that whenever I want to do find-replace myself in Construct's code, I actually just do a find, and manually update all the results so I don't end up making that type of mistake. So I would suggest a similar approach in Construct is wise - and you can already do it that way.

    For the most part, if you rename something in the editor, like an object name, it automatically updates all its references in the rest of the project. So it kind of exists in that form already.

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Ashley

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