All the documented APIs in the v1 SDK are still supported in the v2 SDK.
Addon developers need to update their addons to SDK v2 and they will continue working.
That explains it - the experimental features setting allows opting-in to the same defaults as beta releases use, so it will default to WebGPU enabled with that.
Please contact supportqaw@construct.net for any queries about payments.
WebGPU 'Auto' mode is giving me the WebGL renderer in r388, so it looks like it's working as intended.
The addon has been updated to use the latest version of Greenworks (v0.16.0 with NW.js v0.86.0 and Steamworks SDK v1.59).
Thanks, fixed the typo!
Follow the rest of the tutorial series and later on it covers modules, which should go over what you need.
This error is only known to occur in Electron, which is not supported. Use a supported browser like Chrome or Edge.
Some of the project's images appear to be corrupt. For example this icon file is logged in the console as an invalid image: gabriel.jemail.us/games/paperhorror2d/v1.0/icons/icon-256.png
Presumably a similar problem has happened to the project's other images. This usually indicates a problem with the uploaded files, or a server configuration issue. It is not normally a problem with Construct itself.
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.
Member since 21 May, 2007
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