Ashley's Recent Forum Activity

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    Nintendo have thousands of employees, already supported HTML5 games on Wii U with the Nintendo Web Framework, and then took that away for the Nintendo Switch. They have vast resources and already did the work to support Wii U.

    Meanwhile we have a handful of employees and have extremely limited resources given what people ask of us (I estimate our feature suggestion platform has about 10 years of work submitted to it given our current size).

    Why put the pressure on us over this? We can barely keep up with everything we have to do already, and even if we took it on, it would have a severe impact to all other Construct features and users (think no more C3 updates for a year while we toiled away on a huge port). Meanwhile Nintendo could easily assign several developers to build a web framework for the Switch if they felt like it, and it would be a negligible cost for them. Why not direct your frustration to them? As I said before, the most likely way to get Switch support for Construct 3, is if Nintendo are persuaded to support it - and the more people contacting them, the more likely they are to do it.

  • Have you actually tried modern JavaScript with all the latest features? It's a fantastic language with great simplicity, powerful high-level features and expressive syntax. We used it to build all of Construct 3, and I'm a big fan now, it's a great language. Much of Construct 2 was written in C++, and I think we are much better off working in JS.

  • This was originally posted in the C3 forum, so moved to C2 forum section.

  • Press F12 and look for error messages in the browser console.

  • .NET libraries depend on a full .NET virtual machine and runtime, which is a completely different technology stack to the browser, so I doubt it's technically feasible. As DiegoM noted there's the option of WebAssembly for C/C++. It might be possible to compile .NET libraries to WebAssembly, but it would be really awkward, since you'd probably end up with a massive WebAssembly file that has to bundle the entire .NET virtual machine and runtime with the library.

    Meanwhile there are literally millions of JavaScript libraries out there. For example npm alone has 1.2 million packages! That would be a much more fruitful place to look for libraries to use with C3. I also think that makes the argument as to whether JS or .NET is more powerful a matter of debate.

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    I described in detail the difficulties with implementing console support earlier in the thread. What do you expect us to do about it?

  • You have to have access to a macOS system to publish to the App Store. This is a restriction imposed by Apple.

  • The question makes it sound like you've mixed up the concept of event blocks and conditions.

    Event blocks contain a list of conditions and a list of actions. An event block can be a sub-event to another event block.

    Conditions test whether things are true or false, and the actions run if all the conditions were met. Conditions can be in both events and sub-events, the distinction doesn't matter.

    However an important point about sub-events is that they run after the actions of the parent event block - i.e. they are only checked if all the parent event's conditions were true.

  • In my experience, the best device for testing is a wired Xbox 360 controller. It just works out-of-the-box on pretty much every device I've tried. Other controllers involve installing updates or drivers or messing around with wireless pairing.

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    Can you paste the full text of the error message? It includes more diagnostic information at the bottom.

    It should work for any Android 5.0+ device that has been able to update from Google Play and time in the past ~3 years. Why a device might have gone that long without any updates is a mystery.

  • The feature was redesigned about a year ago, so you're a little late to the party. See the blog post Construct 3's new redesigned functions.

  • The timescale modifies dt, so only works for framerate independent games.

    A good way to test your game is framerate independent is set the timescale to 0. Everything should pause. If anything keeps moving, that needs to be updated to be framerate independent.

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Ashley

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