Ashley's Forum Posts

  • The .ogg format still won't work on every platform. (IIRC it doesn't play in Safari and so won't work on iOs either.) You have to use WebM Opus for audio to work on every platform.

  • It looks like either the project has invalid JavaScript code or it's been corrupted. It's hard to tell from just this information - it would help if you can share the project file.

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    Please contact supportvko@construct.net for questions about payments - we can't help with these on the forum since it necessarily involves sensitive information.

  • As the linked manual page states, you must use WebM Opus audio (.webm). It's the only format that reliably plays on all platforms. If you use any other formats, audio might not work in certain cases.

    The Import Audio dialog can encode WebM Opus for you, if you import WAV files.

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  • Our policy is to close bug reports that are not actionable. I'm afraid until there is something actionable there is still nothing we can do. This thread so far only provides some theories and ideas to follow up - it's still quite a long way from being able to solve the problem.

  • The C3 runtime requires WebGL. The game won't run at all without it. You can still get software-rendered WebGL though, which can cause poor performance.

  • Removing content from your project should never cause that error in the console.

  • It looks like it might be a bug in Construct. Check if it happens in the latest beta release to see if we already fixed it. If it still happens there, please file an issue following all the guidelines.

  • Try setting the minimum Android version to 5.1. Cordova recently dropped support for 5.0.

  • It should work if the device has been able to install any software updates any time in the past 3 years.

    It's a mystery to me how there could be any significant number of devices that have failed to automatically update that long.

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    It's an experimental feature and will be subject to such quirks and issues. I would not advise using experimental pre-release features in a classroom environment. We made it opt-in to try to avoid people relying on it because we know it will be a rocky road. Something to bear in mind for future.

    In this case because of Google's origin trials system, occasionally we have to renew a trial token and it means you have to clear your cache and reload Construct to get the new token and get the feature back. Or you can just use the latest beta release (but I wouldn't recommend that in a classroom environment either for the same reason, it's still pre-release quality).

  • I think the only way to make progress on this (or any other similar device-specific issues where Chrome is different to an APK) is:

    1. Make the most minimal project you can that demonstrates a performance difference between Chrome and APK, with on-screen performance measurements
    2. Export both to the web and as an APK
    3. File an issue with Google at crbug.com and include:
      • Report "Performance difference between Chrome and Android WebView on <device>" (refer to the APK as the "Android WebView", since that's what Google call it)
      • Links to both the web version and APK
      • Steps to reproduce in both cases and observed measurements
      • Details about the specific device model (in this case Doogee N20)

    I'm only speculating about what the problems may be (it's just experience has shown GPU drivers are usually the culprit in this type of thing). If you can get Google to look in to it, they should have the development tools and engineers to work out what the problem really is, and hopefully solve it.

  • After a wait, it will continue running actions and remaining sub-events. So in the second case you set the variable to 1, then immediately compare it to 1.

    In the first case you set the variable to 1 after a wait, then the next tick the variable resets, and it compares it to 1.

  • It's hard to read the text in that image because there's something strange about the quality, but the code appears to reference a plugin named StraniAnelli_HTMLElement.

  • Oh, let's not do this again. Those platforms had far worse problems of their own (game-ending memory leaks, whole categories of plugins that didn't work, etc. etc.)

    GPU driver bugs are pretty much random, and the fact some different technology works around one specific problem, does not work around the fact that GPU driver bugs can easily ruin your day whatever you're doing. It's an industry-wide problem.