Ashley's Forum Posts

  • Modern browsers treat localhost as a secure origin, so you should not need to use SSL.

  • See memory usage in the manual. Lots of separate objects is much, much better than a single object with loads of animation frames. The reason is Construct's memory management only loads entire objects at a time, covering all their animation frames across all animations. One object with 3000 frames will mean you have to load all 3000 images in to memory any time any of those images are used. 3000 separate objects with a single image means Construct can only load the ones that are actually used in to memory, which is far more efficient.

  • You can use all features of JavaScript, including BigInt, in Construct's scripting feature. I'm not sure BigInt will help you with getting accurate division with decimal places though, since as the name implies, they are only integers.

  • Folders are just for organisation in the editor. They're not used on export mainly because it's difficult to change now, as many projects exist that request names like "file.txt" and expect the fetch to work even if it's in a subfolder. If we change that, those projects will break.

  • Construct works offline - you have to make sure you wait for the "ready to use offline" message though, otherwise it's not finished saving for offline use.

    I just opened the editor in a Chrome tab and opened the Ghost Shooter example project, and after a while the memory usage according to Chrome's task manager settled on about 120mb. That seems perfectly reasonable to me. If other tabs or browser extensions use lots of memory, that's not due to Construct.

  • Alright, that does seem like an important thing to get fixed. I'm afraid I can't give an ETA - it looks like by now we more or less need to rewrite the whole AdMob plugin, and that's a potentially long and complicated project (I think it took at least a couple of months to develop in the first place). We'll try to start work ASAP though and see what can be done about it.

    I've said before and I think it's worth repeating, I do think third-party addons are a better fit for integrating ad services. We only support one, and third-party addons support a much wider range. Even the one we do support is difficult and time consuming to develop, requiring regular significant maintenance. As a small team with limited resources and a mountain of other things to work on, it can be painful trying to schedule the time required just to maintain it, especially when it needs a lot of work as appears to have become apparent now. Some people have expressed wariness of third-party addons, but the only real problem is developers who abandon their addons. If nobody is developing an addon, it will probably break sooner or later. If it has an active developer - especially if it's a paid addon with commercial support - it should be absolutely fine, since you have someone to go to if any problems come up.

  • Using advanced minification on export should be sufficient. It should be more or less impossible to reverse engineer any plugin code from that, as it is completely garbled and merged across the entire Construct codebase. Other JavaScript obfuscator tools will just do variants of what advanced minification already does.

  • It should auto-update as explained in the documentation, so you shouldn't need to disable offline support to get updates. You can check what the status of the offline cache is in the browser console (press F12). It should say things like "update found", "update pending" or "up-to-date".

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  • The error appears to refer to "child-directed services". Does that mean it only comes up if you aim to make content specifically for children? Presumably then content aimed at adults is not affected by this?

  • Yeah, that's exactly what I was talking about. With low quality fullscreen mode, you should be able to change the internal resolution with the 'Set canvas size' action.

  • It sounds like this was caused by enabling experimental features, which we specifically warn may cause crashes or bugs, because it means enabling features that are not ready yet. If you don't want to risk it, you can just leave that setting off, which is the default.

  • As newt pointed out, this benchmark actually shows Construct 3 has better performance than GMS2, at least on that benchmark.

    Construct also lets you code in JavaScript, which has far more features than GML with loads of powerful programming syntax and tools that have been in development for decades. It's also an industry-standard language that you can get a job working in. GML is years and years behind JS in features and is only used by one tool, so you'd have to learn another language if you go anywhere else. Using JS from the start means you have a much more powerful language, and you're learning transferable skills.

  • Construct only supports iOS 12+. The error "no native wasm support detected" appears to indicate you're trying to run it on iOS 10 or older.

  • It should already be supported. I'm not sure what you mean, because if you set the fullscreen quality to "low", and use the 'Set canvas size' action, you should have complete control over the size the engine renders the game at.

  • Please report any problems by filing an issue following all the guidelines. Things only mentioned on the forum are easily lost and forgotten.