Ashley's Forum Posts

  • Scroll down a bit - you can just about see the icons of apps you can share with at the bottom, but they are partially covered up. Any installed social media apps you can share with appear there. For example Twitter appears there for me.

  • The built-in Share plugin works in all situations, including in Cordova (Android/iOS with webview. There's no need to use scripting.

  • It's working fine for me. Perhaps there's an issue with your Internet connection.

    I just did a test build and the build server appears to be working fine. Perhaps something else is causing a problem with your build, such as a problem with a third-party addon.

    Since this thread is originally 7 months old and is likely out of date now, closing.

  • Set a negative size in the Layout View. 'Set mirrored' is a shortcut for 'make width negative'.

  • See also the section on transparency in the tutorial Using 3D in Construct.

  • The expression runtime.objects.position.iid(0).pizza confuses both object types and instances, both JavaScript and Construct expressions, and both number types and functions. I would advice following the Learn JavaScript in Construct guide.

  • does the callback function need to the exact same reference of the function that was added?

    Yes. Two functions with the same code still count as different functions. So in your project the attempt to remove the event listener will do nothing as you have not passed the original function.

    is there a way to remove the event without passing the same reference?

    There isn't built-in support, but you could write a wrapper "disposable" class that accepts a list of events to add, and has a release method that removes all of them. This wrapper class would store the function references internally so the rest of your code doesn't have to worry about keeping function references. C3's code uses this pattern.

  • You should use WebM Opus as it's the only format that is guaranteed to work on all platforms. Construct 3 should transcode audio in to WebM Opus automatically for you when you import audio files. If you're importing an old Construct 2 project, you might want to reimport all the audio as WebM Opus.

  • It's an old blog post but the composition technique described in Remember not to waste your memory is still relevant.

    What's the limit of memory for browsers today for HTML5 games (I did not find an unequivocal answer).

    There is no limit other than what the hardware can handle.

  • At least alphabetical sorting is consistent. If things are organised a different way, then things end up scattered in different places and it can actually make it harder to find things - you could end up going through the alphabetical list, failing to find it, and thinking it got deleted or something, but actually it got put somewhere completely different in the list. There's pretty much always a search box you can type in to, and that's probably still the fastest way to find things anyway regardless of the sort order.

  • A quick profile shows the biggest performance impact is that it's absolutely hammering collision detection. Turning off bullet stepping and "bounce off solids" and relying on a single "is overlapping" event is far faster, at the expense of slightly reduced precision at the point of impact.

    The bullets have to test collisions constantly as they move, though. Probably a much faster approach would be to use raycasting to immediately identify all the points of contact with the scenery upon creation, and then just tween the bullets towards the destination with no collisions enabled.

  • See the section on connectivity in the multiplayer tutorial series.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • As noted in the manual, Sync object does not send data all the time, and you can also adjust the frequency of messaging yourself too with the bandwidth setting. In the lowest bandwidth mode, or if none of the data is changing, it will only send a message every 2 seconds, which is a tiny amount of bandwidth but still enough to bring any new joining peers up-to-date quickly. So it already automatically optimizes to only send on demand.

    I'm not aware that adjusting the frequency of messages has any bearing on cheating. Usually the authoritative host model is the best mitigation for that, which is the architecture the Multiplayer feature uses.

  • Please file an issue following all the guidelines, otherwise we can't investigate.