Ashley's Forum Posts

  • It's not currently supported (the way picking works with custom actions doesn't map straightforwardly on to a function call in code), but you can probably do it indirectly by calling a normal function which then calls a custom action.

  • Please direct your complaints to AMD, whose software is the one that is broken. Or try one of the other things I said - you haven't commented on whether WebGL or WebGPU renderers affect this, and they may well do. If you don't try my suggestions then it is not possible for me to help any further. Please see also the Forum & Community guidelines. If you continue to blame us when it's not our software that is broken, and you don't co-operate with my suggestions, then the thread will be locked.

  • I would advise to do what I previously said:

    Try to get in touch with AMD if you can, otherwise try filing an issue with Google to see if they can help. Maybe also turning on/off WebGPU mode will help avoid the issue.

  • It looks like the rendering problem occurs when the value of the "Compositing Mode" parameter is set to "Standard".

    That setting has been removed in the latest beta because, ironically, it actually tends to cause more bugs when set to "low latency".

    Graphics driver bugs are a nightmare to deal with. Try to get in touch with AMD if you can, otherwise try filing an issue with Google to see if they can help. Maybe also turning on/off WebGPU mode will help avoid the issue.

  • It's by design: they work the same as Array and Dictionary, which is that you can put them in a container with another object to have per-instance state. So just like you can put an Array in a container with a Sprite to have per-instance array data, you can put a Flowchart Controller in a container with a Sprite to have per-instance flowchart state.

  • You do not have permission to view this post

  • But at the same time I don't want to take a risk and turn it on forcibly

    If it used to be on, then changing the setting to force it to be on just means it's doing the same thing it was before.

  • The worker mode "auto" means Construct decides automatically, and we sometimes tweak the way Construct decides to work around things like known issues. You can change the setting in Project Properties to either "yes" or "no" to indicate a specific setting, but you then might run in to some kind of problem that "auto" mode was trying to avoid.

  • It might be over the upload size limit. Try uploading a smaller file.

  • You're right, the return type should be IWorldInstance | null as it is for the equivalent ICollisionEngine method. Thanks for spotting, that's fixed for the next beta.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Functions in Construct's event sheets only support string, number or boolean types. There is not an "any" parameter type so you cannot sometimes pass a string and sometimes pass a number to the same parameter. You can work around this by having a string parameter, a number parameter, and a boolean parameter indicating which parameter should be used.

  • I've removed the reference to 'Is supported' from the tutorial and removed the use of the condition from the example projects for the next release. As noted you never need to check this any more, as in practice it is always supported.

    The pricing model has been discussed to death over the years. This thread has done it again, and we've allowed it to stay open for a month, but I think it's run its course and there is nothing much to be gained by allowing it to continue. Naturally people will always argue that it ought to be cheaper and easier for customers - some people still argued that forcefully with Construct 2. It's also difficult for people to make good suggestions without seeing our internal data, and in many cases people are advocating for solutions that would likely significantly harm the company, or have other sources of backlash, and it's difficult for us to make our case without revealing sensitive internal details. At this time we don't have any plans to make major changes to the pricing model, and I'm afraid the time has come to close this thread.

  • If you want to tell apart mouse and touch input, I'd recommend disabling 'Use mouse input' on the Touch input and making separate sets of events for input. You can do things like call functions to avoid duplicating logic. The 'Use mouse input' setting is intended as a shortcut if you don't need to tell the difference between mouse and touch input, so if you do, it's not really the right setting to use. Any other approach I'd say is pretty much a hack and may well not work reliably, as some devices support both mouse and touch input, so the only way to truly know if an input is a mouse or a touch input is to handle them separately.

  • You do not have permission to view this post