Browsers provide Web Bluetooth, Web USB and Web Serial APIs, providing a few options for direct communication with a device. Providing you can get a device to connect, and find documentation on the protocol (e.g. how to send and receive messages to perform various functions), then it should already be usable (possibly involving JS coding though). The new 'BBC micro:bit raw communication' example shows how this can be done - it uses the Bluetooth and Binary Data objects to communicate with a micro:bit device directly. All the BBC micro:bit plugin does is wrap that in a nicer interface.
This may be a problem with your web server. See Publishing to the web.
If you run in to a problem please file an issue following all the guidelines.
The BBcode syntax for SpriteFont now must be standards-compliant with CSS colors, which require a # sign for hex values. The old support was non-standard and also deviated from the Text object which never supported that. So while it's technically a breaking change we left it as-is to keep it consistent with CSS and Text.
Setting an animation frame now accepts a string for a tag of an animation frame, so if you pass it a string it will try to look up a frame by tag now. I guess that's another breaking change technically, but I think it should be rare and easy to work around, and it's an important change for supporting tags.
If you run in to a problem please file an issue following all the guidelines, otherwise it's impossible to help. If I open the Ghost Shooter example it looks like all sprites are rendering just fine.
This plugin currently only supports the Windows WebView2 export option. WKWebView is a different technology.
I think browsers have a couple of things that exempt a page from being suspended in the background, and IIRC they include having an open WebRTC connection (which covers the Multiplayer object when connected to peers/host), as well as a couple of other things like having an active camera/microphone feed.
A high timescale means you get large delta-time values, so things like moving objects move in large steps, which can result in things like missed collisions and unstable gameplay. An unlimited framerate using a maximum framerate to limit delta-time means things move in small steps but faster than realtime, which can be a better option for a "fast-forward" mode (as in the 'catch-up time' example).
You can already set a timeline to loop.
Add "supports-3d-direct-rendering": true to addon.json and the effect compositor will not force a pre-draw. There could be other cases where it forces a pre-draw though, it depends on the effect.
See this issue: github.com/Scirra/Construct-bugs/issues/7796
If you run in to a problem please file an issue following all the guidelines, otherwise it won't be investigated.
At the moment this is the only viable option for us, as it depends on WebView2, which Microsoft have released only for UWP. If they released it for GDK we'd support that too. As there is no other alternative for us, perhaps if you ask Microsoft they will make an exception - I would guess it's just a policy they have and not a technical requirement.
See the 'Documentation' tab for details. Microsoft also provide lots of documentation.
You can (and should) use the latest version of Visual Studio when exporting for Xbox - there is no requirement to use VS2017 specifically. (That is only necessary to build the wrapper extension DLL itself, but if you're just using this plugin in a project, it's already built.)
Sometimes beta releases have issues - in that case you can always roll back to any earlier release yourself via the releases page.
Member since 21 May, 2007
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Wider technology issues from Ashley's perspective.