It seems to work fine for me. If you encounter a problem please file a bug report, we typically need all that information to be able to help.
The editor works on Android and iOS. It's designed for reviewing and tweaking your project - it's intended that actual development work still happens on a desktop-class device.
There's no compatibility difference, it just shows multiple files in the Project Bar now instead of grouping them. You can convert them all to WebM by reimporting the .wav or .ogg files, and deleting all the other formats.
This release doesn't affect Construct's existing support for mobile devices. In fact it slightly improves it, with some bug fixes.
Yes, this launched back in July. See the follow-up blog post for details on how to get started: construct.net/en/blogs/construct-official-blog-1/javascript-coding-available-1073
Did you use the "install" option? If so try uninstalling it and reinstalling.
Please allow a few business days for a response.
Please contact supportbvt@scirra.com for any help with payments.
It's impossible to help without more details, such as the way you are trying to export, and the text of the error message. If you think it's a bug please report it following all the guidelines: github.com/Scirra/Construct-3-bugs
For V-synced, if the frame runs in less than 16ms, for example 10ms, will the OS process just sleep for 6ms?
Yes. That's also an important power/battery-saving feature.
Results like this are not meaningful. I'd caution you from trying to conclude anything from such results.
If you calculate the difference in the frame time in each case, the difference is only 22 microseconds. This is about 0.1% of the 16ms frame time at a normal 60 FPS, i.e. it makes no difference at all. When the frame time is very small it's easy to measure tiny variations such as this which appear to make a big difference to the framerate, but in actual fact have no relevance to the performance of games at all.
No, it's not suitable for that. It doesn't give you any extra "breathing room", since you still have the same computing resources available. For example if your game is already slowing down to 30 FPS due to heavy processing, changing the framerate mode won't affect that, it'll still run at 30 FPS. Besides, even if you do want to do something like multiple passes of AI in one tick, you can do that in events already with a "repeat" event, so you only repeat that particular aspect of the game logic that needs it, rather than wastefully repeating the entire logic of the game.
There are new runtime events "save" and "load", and the event object has a 'saveData' property to write to or read from.
AFAIK the desktop-grade iPad OS browsing tells websites it is a desktop macOS system to get them to provide the desktop-grade website. I'm not sure there's a good way around that, or that the Platform Info object should indicate something different to what the browser says.
Please file a bug report following all the guidelines if you have trouble, otherwise we can't help.
Member since 21 May, 2007
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