Ashley's Recent Forum Activity

  • The C3 runtime requires WebAssembly. It's been widely supported since 2017. Any device with a software update since then should work. What devices are you using?

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  • With localVars.jojo. It's documented in the manual. Also see Integrating events with script for an example.

  • Just add a new larger image in the icons folder and set its purpose to 'App icon'. See Icons & splash in the manual.

  • Moved to C3 forum

  • Oh, I missed that. Well, H.264 and AAC should work in C2, it always did the years I checked previous.

  • How does one specify where the binary data would end up (the specific cell inside the database_ using "Post binary to URL"?

    The server will receive the data in the request body. It's up to your server code what it does with that.

  • If 'On configuration failed' triggers, it's not to do with IDFA - it means you've not set up Mobile Advert correctly, and so nothing will work. Try going over the setup instructions again, everything has to be done correctly for it to work, and people often make mistakes like mix up IDs in the wrong fields which turns out to be why it wasn't working.

  • Is it possible to use modules (import, export) in C3 SDK addon external script files?

    Right now, the answer is no, simply because the engine still supports classic mode for backwards compatibility at the moment.

    Sooner or later we'll remove classic mode though so you can rely on modules mode. However there are still complications with importing - in particular when you compile to an APK, imports cannot refer to local files, so they stop working. To fix this we actually have to minify all the JavaScript code in the project even when you choose not to minify it when exporting to Android (or the legacy file: scheme on iOS) to work around this.

    Whether or not that works with third party addons, to be honest I don't know, I've not tested anything with that and nothing in the official Construct addons attempt to do anything like that.

    To work around the various preview/publishing quirks, you probably cannot use modules in addons and just have to rely on telling Construct about all your script files so it can manage them for you.

  • See the Multiplayer tutorial series.

  • I don't know the real answer (the template was developed by a third party years ago), but sometimes old projects don't use features simply because they did not exist at the time, and were only introduced later on. Some of the Start Page projects actually date as far back to Construct 2's introduction in 2011. I do occasionally modernise and update templates to use newer features, but the sheer number of them makes this a lot of work, and often they are complex and developed by other people which makes them harder to change.

  • I've looked through a lot of topics and tried to find solutions to the unit sprite overlay problem for a long time, but I haven't found anything suitable and similar to the behavior in the classic games like WarCraft 2, C&C, Settlers, KKND, Dune.

    As noted, the main issue is this is an exceptionally complicated problem that even the designers of commercial RTS games struggle with.

    This question comes up from time to time; see also my previous posts on it here and a bit of a longer explanation here (from way back in 2014!).

    As I mentioned back then, I have spent many hours on this in the past. If objects collide with solids, they get permanently stuck. If they collide with each other, they get permanently stuck. If they try to steer out the way, they will hit something else doing the same and they both get permanently stuck. If you try to have smarter evasion strategies, it still gets permanently stuck. Often the evasion actually makes things worse and causes gridlock, and all moving objects get permanently stuck.

    By far the easiest approach is to allow things to overlap each other (including actually ignoring solids, and only avoiding them when calculating pathfinding). Since Construct is aimed at beginners, this is by far the simplest and most reliable solution, which is why the template uses it.

  • I previously suggested using "Post binary to URL", which sends the data in the body of the request, not the URL. Therefore it is not affected by URL length limits.

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Ashley

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