Ashley's Forum Posts

  • See the section on Advanced minification from the scripting manual, which is written for people writing code in Construct itself, but also applies to addons. The main thing to do is make sure property/method names are consistently referred to with the same syntax, and ensure any external API calls use strings so they are not minified.

  • With bugs, all bets are off. Anything could happen. It could work with only even-numbered releases and be broken only with odd-numbered releases. It could work on Thursdays and be broken on Mondays. It's not at all unusual that some bug would only affect a specific range of versions, but it doesn't prove anything about whose responsibility it is.

    As I said Construct does not itself actually render any overlay, as it's entirely done by Steam, which injects (or interferes, depending on how you look at it) with external apps to draw content over them, in a way which is pretty hacky. If that drawing is done wrong, the first assumption would be it is a bug in the thing drawing it, which is Steam.

  • Welcome to desktop app distribution. To make sure most systems trust your app, you will generally need to digitally sign it for both macOS and Windows. If antivirus software incorrectly flags it as a threat, you'll need to report it as a false positive to the antivirus vendor.

  • The Scirra-hosted signalling server is for Construct use only. It is not for use with other products or services. Obviously we do not want to pay for and maintain a service for something like completely unrelated Unity games.

    You can however host your own signalling server, in which case you can do whatever you like with it. But if you want to use it with other products or technologies, you might be better off just writing your own custom server with something like node.js.

  • When posting messages to workers, the browser uses the structured clone algorithm to create a copy of the data (or in some cases, transfer the data, which essentially destroys the sent data and rereates it in the recipient).

    In short this means you can only send data, like JSON and ArrayBuffers. You cannot send arbitrary functions or classes. So you can send data about a keyboard event, such as which key is pressed, but you cannot send the entire runtime object.

  • Construct has no involvement with the overlay other than occasionally requesting to show or hide it. The overlay is rendered entirely by Steam. So I don't think this is anything to do with Construct.

    My best guess is it's either a graphics driver bug or a problem with Steam - either way Valve will need to help you.

  • I don't think this is possible with Construct's current layering system. You can do overlay compositing with 2D content, but all 3D content is rendered in to the same "world" (it all shares the same depth buffer). This is ultimately because Construct is designed mainly for 2D games.

  • 1. There used to be an option for fixed or evergreen exports, it seems like it's only evergreen now, why is that?

    Fixed mode is still supported. It's covered in the Exporting to Windows with the WebView2 wrapper tutorial. I would recommend the latest version though - fears of breakage are usually over-done, as Construct's web exports have been working reliably for years, and even if something breaks, you can always patch your game.

    2. If I use either types of export, I assume there still can be future updates to the exe and dll provided with the export on C3 side, how do I track if and when a new version of that is released?

    Just keep an eye on the changelogs of releases - any such changes will be noted.

    3. Possibility of controlling the data folder name? -> see this post:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/control-name-data-directory-180023

    I don't see any reason why this needs to be changed.

    4. In theory will it be possible to run C3 editor with it as we used to do with NWjs?

    No, we plan to keep Construct running in the browser. The NW.js editor had a bunch of bugs and limitations due to not being a real browser, and it really has negligible benefit these days anyway, as you can do things like use project folders directly in the browser now (which was one of the main original motivations for having a desktop download).

  • Chrome/Windows remembers logins fine for me, I was only aware of the stock browser having issues with Safari. Usually if other browsers don't remember logins, it's due to browser extensions or modified browser settings that clear cookies/storage on a regular basis, which will also erase Construct's saved login.

  • IIRC Safari's default settings keep deleting your saved login, which is pretty unhelpful. I think if you change some privacy/tracking settings it should be able to remember it again - perhaps turn off some combination of the settings in the privacy section. Or just use Chrome or Firefox which tend to work better anyway.

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  • HTTP 403 means "Forbidden", so this sounds like something to do with the server configuration on itch.io. You'd probably need to talk to them about it.

  • See the tutorial Exporting to macOS with the WKWebView wrapper. By default macOS security restrictions will block an unsigned app from being run.

  • If your game is not fast enough, make measurements using the CPU and GPU profiler, identify the parts that are slowing it down, and optimize those. Otherwise you are probably just wasting your time.