Ashley's Recent Forum Activity

  • The Voice Recorder example saves the recorded data to a Binary Data object. You can see in the event for handling the share button click it shares the Binary Data object. So instead of sharing, you could use the AJAX object 'Post binary to URL' to upload it to a server. Alternatively if you want to use JavaScript you can get the ArrayBuffer of the binary data from the IBinaryDataInstance script interface.

  • MacOS WKWebView exports are based on the Safari browser engine, and so you're limited to the features available in Safari with that. It should work in the Chrome browser though.

  • I did test all features in development and so they should be working - if anything isn't working please file an issue following all the guidelines.

  • I'm afraid WebView2 doesn't appear to have a way to control this at the moment - there's this feature request for it though.

  • It's difficult to have Construct set the executable details, because it's tricky to modify those properties in a pre-built executable. So for now it's probably best to use an external tool if you need to set those - something like Resource Hacker will do the job. Open the executable, choose 'Add script template', use the VERSION_INFO template, fill out the details you want, press the "Compile" button, and then save, and it should have updated the executable. Note if you digitally sign the executable you must do this before signing.

  • Those errors don't appear to be part of Construct. If you are using custom JavaScript code, or third-party addons, you might need to check those.

  • Try uninstalling the app and reinstall it again when the URL bar says just editor.construct.net. Perhaps you installed a specific version so it will always load that and then show an update prompt to the newer version.

  • Just an update - I set up a bot to auto-close issues after a year, rather than having a one-off clear-out, and it looks like it's working OK. So I've updated the feature request guidelines to cover that and we'll rely on that going forward, with every submission getting its own 1 year time period.

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  • What is the URL in the address bar? If you keep opening the r416.2 release specifically, then it will keep prompting you that there's an update available.

  • If I make a test project that uses the Browser object's 'Request fullscreen' action and export it to WebView2, no "you have entered fullscreen" notification appears for me. That's what I'd expect as in this case we've coded the wrapper application to put itself in to fullscreen mode with our own code, rather than asking the browser engine to do it, so there shouldn't be anything that shows that notification.

  • I noticed that you can't bundle the browser with the game

    You can actually, with the "fixed" distribution mode. It's documented here.

    Will my game still work the same way consistently, even if they change the way the browser/Edge works in later years? And what if future Windows versions change the way they do the browser? Will my game be safe?

    Even with the default "evergreen" (auto-updating) mode I wouldn't expect there to be any problems. Web exports from over a decade ago generally still work fine, and it's basically the same situation with WebView2 exports. Our Android export option has always used auto-updating web views, it's one of the most-used export options in Construct, and I can't recall the browser engine auto-updating ever causing a problem. So I think while the browser engine updating and breaking the game is a theoretical concern, in practice I don't think it is. Of course if anything did break backwards-compatibility, we'd release a patch immediately. There's also other system updates that could break your game, like a broken graphics driver roll-out. Part of supporting software just means keeping an eye on it.

    I've also heard that it's not good because it doesn't work with Steam overlay or something?

    The Steam in-game overlay isn't supported - we've gone to great lengths to try to get it working, but the way Valve have implemented it means there's just no way to even work around it no matter what we do. However Steam falls back to showing the actual Steam UI when the in-game overlay is not supported, so it's not something we consider a blocker for moving to WebView2; if you care about having the in-game overlay you'll need to contact Valve as unfortunately it seems to be one of the things that is outside our control. The rest of the Steam features work fine and the Steamworks plugin for WebView2 actually has more other features now.

  • Would it be possible to provide a reliable way to tell if the game is running on a steamdeck ?

    The Steamworks plugin has an 'Is running on Steam Deck' condition. It actually also has a script interface and you can use the isRunningOnSteamDeck property from JavaScript too. However I realise that script interface is currently undocumented - I'll see if we can get that written up somewhere.

    Additionally, detecting Steam OS might be great too ?

    I don't think there is any way to specifically detect Steam OS - I think it looks to the app like any other Linux system, and there doesn't seem to be a Steamworks API to identify Steam OS specifically (just the Steam Deck). If you only use Linux exports for Steam OS then you can probably just use the Platform Info 'Is Linux export' condition (or equivalent JS API).

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Ashley

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