Ashley's Forum Posts

  • I don't know what to add, this all looks like internal details about the Box2D physics engine, which is used widely across the game industry. I think it's pretty standard practice to have to adjust the settings of a physics engine to ensure it produces a stable result.

  • This is all managed by Box2D - I can't explain why it happens, it's a third-party library that manages the physics simulation and produces that result.

    I would strongly advise you not to change the framerate mode to unlimited - it will burn up the full system resources, draining battery as fast as possible, overheating laptops, spinning up fans, etc. It exists for performance testing only.

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    OK, so I finally got round to looking in to this and finally managed to reproduce it. It was a crash in the UI library, but it looked like it came from our code incorrectly cleaning up the Image Points window. I managed to fix that and released an update r278 with the fix. Hopefully that will solve it, let me know how it works for you. And hopefully there aren't any more "random crash" type issues...

  • Set the color to white to use the original colors.

  • On desktop if you see this happen, does resizing the browser window bring the dialog back?

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  • I must point out that for any important digital work, you should make regular backups to avoid data loss in the event of any software/hardware failure, fire, theft, flood, etc.

  • Chrome has experimental support for accessing the file system which should come to stable release by the end of the year. You can use this to reload all the files from a folder-based project while the editor is still open. However the security model makes it very difficult to load from arbitrary file paths on disk - only files the user has explicitly approved access to can be read. That's why it's done by reloading from the files in the project folder, since those files can be accessed.

  • It's an issue we fixed in the latest beta.

  • Press F12 and check for any errors in the browser console. It's hard to help without more information, and usually detailed information is logged there.

    Alternatively try just saving the project a different way.

  • We support that too. Set a storyboard splash.

  • FWIW, this is fixed with built-in functions in Construct 3. Function parameters are preserved across waits in that case.

  • IIRC there isn't a way at the moment. The ColorValue expression currently exists only so you can set an object's color to the same color as another object.

  • I think some confusion about the loading screen arises from the question: what do you show when you are loading the loading screen?

    If you use a loader layout, Construct still shows the default loader while the loader layout itself is loading. This is just on the off-chance the user is on a very slow connection or for some reason your loader layout uses a lot of resources. If your loader layout is small and simple, it should load quickly - so you can set the default loader to "none" and you will only ever see your custom loader layout.

    Even if we supported some custom splash image for before the loader layout itself is loaded, what do you show while that is loading? At some point you just have to either show some pre-set message or image - which cannot be customised, because nothing is loaded yet, not even the settings for the game - or show nothing. You can already do both by using either Construct's default loader, or turning it off and showing nothing until the custom loader layout appears.

    If you have a small, simple custom loader layout, and you turn off the default loader, then you have basically arrived at the same thing as a splash image or custom spinner.

  • If you want to render the game at a lower resolution for performance reasons, use "Low quality" fullscreen mode. You can change that at runtime too.

    The "Use high-DPI display" was just another way of doing that but with a dependency on the display DPI - since low quality fullscreen mode is a more general way of doing that, the "use high-DPI display" option was removed in the C3 runtime.

  • You should be able to alter a few parts of the returned ImageData and then load it back in to the canvas with loadImagePixelData().