Ashley's Forum Posts

  • It's a super complicated part of the engine with lots of subtleties and non-obvious bugs if you make the wrong sequence of calls. I think it'd be a lot of work to document and implement all the SOL APIs, and as ever, time is by far our most limited resource.

  • The URL you gave uses an insecure server. Many features are unavailable on insecure servers, including IIRC device motion. (There have been security vulnerabilities reported where the device motion can be used to guess what the user is typing on an on-screen keyboard, so it is regarded as a security-sensitive feature.)

    These days you should host everything on a secure server (HTTPS) from the start. You can't really get away with insecure servers any more.

  • It's hard to tell what the problem is from your post, because "crashes on start" contradicts "could not build project". Could you build the app or not?

    In general third-party addons are not our responsibility, so you should take up any issues with it with the addon developer.

  • So the problem is in Construct.

    It's basically too soon to cast around blame until you have solved the problem. See a blog post I wrote a while ago on blame in technology, and the aardvark case.

  • Please download the standalone version from www.scirra.com, install that and test it.

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    Please, feel free to develop your own console engine. But note you'll be shouldering the costs and risks I mentioned earlier. If you find a third-party company who have already dealt with Construct games, they will be a long way ahead.

  • Yes. It is only used on the server responding, it doesn't apply anywhere else.

    This is an essential part of security on the web. For example, it prevents random websites obtaining your Facebook profile picture without your permission.

  • As far as I'm aware iOS and Android publishing has been working the whole time. Our stats show thousands of users publishing to Android and iOS every week.

    The main problem people have with Xcode and Android Studio seems to be that ultimately these are tools aimed at developers with programming experience, and involve a certain degree of complexity. It can be difficult for non-technical Construct users to make the jump, especially since these tools are not themselves perfect, and have their own bugs, quirks and configuration requirements that are nothing to do with Construct, and will have to be dealt with no matter what tool or framework you use.

    One example is there appears to be a bug in Google's own AdMob library that causes the app to crash if it is misconfigured. If you configure it correctly it works, but you have to follow the steps carefully and do everything right. The crash is nothing to do with Construct, it's squarely Google's fault. But unfortunately as with any complex technology, people don't always recognise the different layers involved and end up blaming us instead.

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  • I don't think it's possible, I'm afraid.

  • I asked if the standalone version is affected, but it doesn't seem clear from your answer whether it is. If you use the non-Steam version of Construct 2, does that also slow down?

  • The image on cloudfront.net does not send an Access-Control-Allow-Origin header. So no, it's not correctly configured. You can check the headers it sends in the networking panel of browser dev tools.

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    I'd point out that as I mentioned, people can, and do, publish their Construct games to Switch and PS4 using third-party companies.

  • Construct has long supported collaboration using existing source-control tools like SVN and Git, through its folder-based projects. See this tutorial on using SVN for more details (it's written for C2 but applies to C3 as well).

  • Can you identify the specific release where this changed or are you saying it's always been like that?

    Is the standalone download affected?

  • Note that string syntax like that will be broken in advanced minification mode. If you want it to work even with advanced minification, use dot syntax:

    runtime.globalVars.myglobalvar = value;