Ashley's Forum Posts

  • There is no change to how functions work in r241. See the manual entry on functions.

  • It's been about 4 months already. Sorry, I think that's long enough: if the issue won't be fixed in that time, I doubt it will be fixed with more time.

    I'm afraid that, restating what I said before, if nobody can be found to spend 10 minutes doing a trivial update for an addon, and not doing that will hold back progress of Construct for everyone and impose maintenance burdens on us - then I think we're better off having a clean break. This is why you should choose third-party addons carefully and make sure there's someone around who can support it. Besides, what if something else goes wrong, like the next Safari update breaks the addon? You're completely stuck with a broken project again. Software needs maintenance.

  • If it's a cross-domain iframe, browsers expose virtually no information at all about it for security reasons. Not even if it loaded or failed to load.

  • It's hard to say for sure without seeing your project file, but in general, if your project works differently depending on the FPS/display rate, it is actually a framerate dependence issue as described by the tutorial I linked to. So I think you will need to amend the events as that tutorial describes.

  • Such lists are usually too difficult to maintain, since they change regularly, and vary across specific devices, Android versions, and browsers. The best way is probably just to test it yourself.

    I would not advise using "Is online" anyway. It's surprisingly difficult to determine if you are actually online or not - there are lots of common, grey-area states like suddenly going offline but the system hasn't noticed yet so it still says it's online, or being partially online and able to access some parts of the Internet but not others, etc. Reducing this to an on/off state is kind of misleading. Further you often don't need it anyway - for example there's no point checking if you are online before attempting an AJAX request. Just make the AJAX request, and see if it succeeds or fails.

  • When he resizes the window to be smaller the game runs perfectly.

    Usually this means your game is limited by the GPU hardware fill rate (see performance tips).

    A quick fix could be to enable low quality fullscreen mode. This renders the game at a fixed size given by the viewport size, and stretches the result to fill the screen, rather than rendering the entire game and all layers at full resolution. It affects the display quality, but should be fast even when upscaling to very large screen sizes.

  • 1. I need to know in advance which variables to watch.

    I don't think there's a better way to do this than your proposed "start watching variable" action.

    TL;DR: Is there a way to give parameters to a trigger condition?

    The built-in addons handle this by just assigning a value to a property (e.g. this._param = someParam) before running Trigger(), and checking the value of this._param in the trigger method.

  • Don't modern mobile platforms have privacy protections that prevent you getting GPS data all the time?

  • Construct supports different refresh rates, but sometimes you also need to adjust your game logic to support this. See the tutorial delta-time and framerate independence.

  • Deprecated does not mean broken, it just means scheduled for removal in future. It should still be working. If something is not currently working, please file an issue following the guidelines.

    I'm aware an update will be necessary in future. We will try to address it soon. However please note we're a small team with limited resources, and work on Mobile Advert is particularly time-consuming and difficult.

  • GameSoul - I don't believe that code is valid syntax.

    Do I just need to convert this.peer to globalThis.Peer?

    this.peer does not refer to a global variable. If you have to ask a question like this, I think you need to learn more about the basics of the JavaScript language. There are plenty of resources for that on the web.

  • I don't think it's a bug. The number of collision poly points will necessarily increase to handle mesh distortion. However your project file does not handle a varying number of poly points - it looks like it only creates a fixed number on startup and ignores changes to PolyPointCount.

  • That's odd. You should file that as an issue.

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  • I can't find any other limit in the source code, so I don't know why there would be a change at 0.01 specifically.

  • Fractional (floating-point) calculations are never exact on CPUs. It's something that affects all software development on all devices. In cases like this, you should not rely on exact numbers, and instead use ranges (e.g. >= 90) or small tolerances (e.g. within 0.1 of 90, although that will probably not be reliable in this case either, as fast rotate speeds may well step over that range).