Ashley's Recent Forum Activity

  • Is there a way to check if the File System plugin is active or available during runtime?

    That's what the Desktop features supported condition is for.

  • I can't find anything that says Game Center is a requirement to publish to the Apple Arcade. It's also possible a third-party addon could support Game Center and if there really is demand for it I'd expect to see such an addon appear at some point.

  • Exoticaleathers - your response sounds like it was AI generated - it reads like a plausible response but is actually misleading. Please see the Forum & Community guidelines which don't allow the use of AI in the forum.

  • Support for the Game Center plugin was deprecated in r413. As far as we can tell it gets very little usage, very few iOS users use Game Center, and it was difficult to maintain.

  • With the File System object in a Windows WebView2 export, it can be done like this:

    • When you want to save (e.g. on pressing 'S'), use the Save to JSON system action
    • In the system trigger On save complete, use the File System action Write text file to write to something like picker tag "<documents>", folder path "mygame/mysave.json", with text set to the system expression SaveStateJSON

    That will then save the current game state to a path like Documents/mygame/mysave.json in a desktop exporter like Windows WebView2.

    To load you can do what amounts to the same thing in reverse:

    • When you want to load (e.g. on pressing 'L'), use the File System action Read text file to read from the same details (i.e. picker tag "<documents>", folder path "mygame/mysave.json") - but use a file tag like "loading"
    • In the File System trigger On file operation complete, enter the file tag "loading" again - this triggers when the save file has been loaded. Then use the system action Load from JSON to load the expression FileSystem.FileText.

    That's the basic pattern - once you get that working it shouldn't be too hard to vary it for multiple saves (just change the file path). You could also use List content to find the existing save files.

  • My experience with using AI for coding even with very widely used languages (e.g. JavaScript and C++) is it's good for beginner level questions but is pretty clueless when it comes to advanced questions - and it never seems to say "I don't know", instead it makes up answers that are either wrong or useless. Another problem is it often uses out-of-date techniques. It seems if something has been correct for 10 years, and then a year or two ago it was deprecated and replaced with something else, the AI keeps advising to use the deprecated approach, probably because there's more training data for it. It doesn't seem to know about relevancy or API lifecycles - after all they ultimately come down to predicting the next word - and so even when correct often the information is still out-of-date.

    Construct is less used and so has less training data than those other languages, so unfortunately that means it will probably struggle even with some more basic questions. It's a problem on the forum too, where sometimes people answer questions with what look like AI-generated posts which sound plausible but are in fact completely wrong or misleading, and then I (or others) feel obliged to step in and issue a correction, which takes up more of our time. For this reason we've had a "Please don't use AI" rule in our Forum & Community guidelines.

    Perhaps AI will end up changing the world but I have to say, at the moment, it doesn't seem to be that clever yet.

  • It looks like this has already been reported here.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Take a look at the MIDI input and MIDI output examples. You can find them in the Example Browser.

  • The official multiplayer signalling server at multiplayer.construct.net appears to be working normally and has a lot of activity on it at the moment indicating a lot of people are currently using it.

  • I'm not sure you need to do either of those things - if you want to swap one sound for another, you could have a variable of the name of the sound to play, and then just change that variable when you want to switch it for another sound. That way there's no need to delete or modify actual sound files.

  • There did indeed appear to be a problem with iOS exports using Mobile Advert - we did some server maintenance yesterday and it looks like some of the build service configuration got changed. I just changed it back and it looks like it's working again - apologies for the inconvenience.

Ashley's avatar

Ashley

Online Now
Early Adopter

Member since 21 May, 2007
Last online 6 Mar, 2025

Twitter
Ashley has 1,447,692 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x109
    Coach One of your tutorials has over 1,000 readers
  • x63
    Educator One of your tutorials has over 10,000 readers
  • x3
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x36
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs