Ashley's Forum Posts

  • It should work - WebM Opus is supported on all platforms. (It's using other formats that causes problems, because they're not always supported on every platform.) If your project is definitely using WebM Opus exclusively already, share the project file and we can take a look at what might be going on.

  • This is one of the reasons I'd prefer to move everyone over to the browser version wherever possible. NW.js has been a regular source of odd and awkward bugs that aren't in Chrome, and the fewer people use NW.js, the less that will be a problem. I think a lot of people started using the NW.js desktop app in the first place for the local file system access, which can be done in Chrome now, so you don't need NW.js for that and can move over. However I do appreciate that specifically for testing NW.js features in your games, it's still useful to use the NW.js desktop app. (There's also the NW.js remote preview that lets you test NW.js while using the editor in the browser which might be another option to try out.)

    Follow the link to nightly releases to find the very latest builds: https://dl.nwjs.io/live-build/

    Like any software's nightly builds they can be hit-and-miss on quality, but the 0.48 version indicates that this particular rendering issue does seem to be already fixed. So it's just a matter of time to wait for the next update to roll out, or you can try just using the nightly release already.

  • Enable advanced minification on export, and it'll be tough to make sense of any of the code.

  • As I said, such technical barriers will make it harder, but not impossible. If the app can decode the details, then they can still be stolen. The app has to decode the details to be able to use them correctly. So they can be stolen.

  • No - Apple maintain strict control over the platform, and your only option is to publish with them, via the way they approve.

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  • It can happen to pretty much any kind of software. People have done this with the Construct 3 editor itself. Takedown requests, and copyright law, are your best defences - technical barriers will make it harder, but never make it impossible.

  • For the record, iOS exports are working just fine for me, including in the issue filed by TechBoxNorth . Make sure you open the .xcworkspace file (as documented in the iOS publishing tutorial), and test on a real device since it doesn't work in the iOS simulator due to an iOS bug. (Note that the iOS bug is fixed for a future release of iOS, so the simulator should be working again in the next release or two of iOS.)

  • I think it's some kind of rendering bug in NW.js. It looks like it's working again in the next version of NW.js (0.48+) judging by the nightly builds.

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  • The PhoneGap Build service has effectively been retired, and doesn't work any more. Use Construct's own build service, or do manual builds with the Cordova CLI.

  • As I said before, threads with lots of people talking about a bug are often actually a mish-mash of different issues, and they all get confused together making it even harder to do anything about it.

    Besides, it is impossible to do anything unless we have a sample project and reliable steps to reproduce the issue. So even with a thread with lots of people who really are talking about the same issue, there's usually nothing that can be done until that information is provided.

    The bug report guidelines on the issue tracker are specifically designed to solve both problems.

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  • Unlimited undo is basically a memory leak, so there needs to be some kind of limit.

    I thought 200 would be enough in practice - C3 has been out for about 3 years and I think you're the first to notice the limit! I guess we could add a setting for that.

  • I don't believe there were any such issues with Instant Games. Do you have a link to the thread you are talking about?