Ashley's Forum Posts

  • Construct games require WebGL, and can run on WebGL 1 (it does not require WebGL 2, but will use it if available).

    WebGL 1 is virtually universally supported now - including in the Android WebView used in Android apps - so it should not be an issue. Even WebGL 2 is very widely supported now, especially since it's supported on iOS 15+ now.

  • Construct does not impose a limit. It will be whatever size the browser or system supports.

  • It looks like a bug. Please file it on our tracker following all the guidelines, as we need that information to be able to help.

  • Exported Construct games set the favicon automatically for you. See Icons and Splash in the manual.

  • A new empty project exported to HTML5 with advanced minification is just 210kb zipped. Even uncompressed it's about 500kb. Anything above that is the content of your project, which is up to you, not Construct.

    The technical restrictions on single-file Facebook Playable Ads are strange and contradictory. They set a maximum file size, and then also impose rules that cause the file size to increase, such as having to encode binary resources as text in base64. Even so, a new empty project exported as a playable ad with advanced minification is 166kb compressed, or again 500kb uncompressed.

    Facebook have been impossible to get hold of for any questions I had or for any technical support with quirks with their tooling. Do they count the compressed size? If not why not, since they seem concerned about the file size? Compressing it would be an obvious thing to do. IIRC, there was an option to use a zip of a HTML5 export; try using that if you can. Otherwise I'm afraid you will just have to work within the confines of their (partially documented and contradictory) limits. As far as I can see the engine overhead is reasonably low given how many features it has - and is certainly less than the 1.4mb you stated - so you'll just have to be careful with every single thing you add to the project.

  • It depends on the server and on the host. So it's difficult to offer any specific help with. Try contacting your host for support on the server configuration.

  • I don't think this is anything to do with the codec used, so I don't think that would help. Besides, using different formats is not always supported everywhere, which caused its own set of problems, which is why we made it use WebM Opus everywhere.

  • Use the Android exporter.

  • Text objects are drawn in to the canvas and aren't actually HTML elements, so CSS won't affect them.

  • It's not a limit for Construct, it's a limit built-in to browsers. For security reasons all sub-resource requests on the file: protocol count as cross-origin, as if they came from an entirely different website. Often that means requests fail or security restrictions block features from working.

    Some simple tests or more feature-limited engines might not have any issues, but Construct has a sophisticated engine with a wide range of features, and the browser security restrictions mean it always gets blocked. However as I said it shouldn't matter: if you want something to double-click and run, use a desktop exporter.

  • It should work as described in the tutorial Offline games in Construct 3.

  • If it works correctly everywhere apart from on iOS, it usually means it's a bug in iOS, so you might want to report it to Apple.

  • The limit of being unable to run projects on the file: protocol cannot be circumvented. It is there for security reasons. However it should not matter. Use the Cordova exporter for Android/iOS, the Windows WebView2/macOS WKWebView/NW.js exporters for desktop, etc. and everything will work. If you still want to test a HTML5 export locally, as mentioned you can use a local web server too.

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  • It's not a book but you might be interested in the Learn JavaScript in Construct tutorial series. It's still being written so there are a few more parts to come, but there's 9 parts there already at time of writing.

  • The Pathfinding behavior can also return the path as a list of waypoints. So you could make an alternative movement using something like the Tile movement to move between those positions, instead of using the Pathfinding behavior's built-in movement.