Ashley's Recent Forum Activity

  • If you believe there is a problem with Construct please file an issue following all the guidelines - that's our process for sorting out anything that might be working incorrectly.

  • It sounds like webview2 was more of an experimental thing, that hasn't really worked out.

    NW.js is pretty much unmaintained at this point, and is gradually accumulating weird problems that aren't being fixed and are getting harder and harder to work around, and is also very difficult to integrate custom native code with. I would not be surprised if NW.js is retired at some point soon, so part of our recent efforts is to mitigate this if it happens. WebView2 on the other hand is actively maintained by Microsoft, they've already added a significant feature I requested, doesn't require constant maintenance from us, and is much easier to integrate custom native code with our wrapper extension architecture (some of which are also significant benefits over Electron too). So I'd actually say it's the other way round.

    When it comes to the handling dual GPU systems (and other things like the Steam Overlay), I think these come down to the multiprocess architecture of browsers and the way third-party tools work which are outside of our direct control. These also remain risks for NW.js and Electron - if you have to rely on hacky workarounds to get things to work with them, and one day the workarounds mysteriously stop working, what then? You need a proper solution, which is what we need to get working with things like WebView2. The best way to do that is to contact GPU vendors and ask them to fix it. I've got in touch with NVidia and AMD to see if they can adjust how their drivers work to support WebView2 with the NvOptimusEnablement/AmdPowerXpressRequestHighPerformance approach. However I would encourage all those affected to also get in touch and request the same thing. People commonly over-estimate how much influence we have: we don't have friends in high places and we usually can only do what anyone else can, and so the best way to make sure our requests get noticed is to have as many of the affected people also request the same thing so they see the popular demand for it. So if you're concerned about this, or other issues beyond our direct control like the Steam Overlay, please add your voice and get in touch with the companies responsible and request changes. Given the risks and maintenance difficulties of NW.js and Electron, we're going to be going ahead with retiring NW.js anyway, but there's going to be ~2 years more of support via LTS for NW.js. So assuming we get some co-operation from the community and the companies responsible, that should be enough time to make sure everything we need for WebView2 is in place before NW.js support is finally fully retired.

  • What GPU does the device have? Going from 1080p to 4K will require about 4x the GPU power in high quality fullscreen mode, but using low quality fullscreen mode will keep it about the same. 4K is really very high resolution and you'll generally need a powerful GPU to match, so often if you upgrade your display to 4K you may well need a new GPU to power that many pixels.

    If you want to render at 1080p quality and then upscale to 4K, the way to do that is to have your project's viewport size set to 1080p. But if you've already designed your entire project for a different viewport size, that might be a tricky change to make.

  • I don't think support for modules covered the editor scripts. You could use something like a bundler though to combine some editor modules in to a single editor script.

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  • If a server is responding with a 403 error, that usually means "Forbidden", so that would be a permission or configuration issue with your server.

    Construct projects now only support iOS 15+ and cannot run on older versions of iOS and will show the "software update needed" message on those devices. I'm afraid it's simply not feasible to support old iOS versions forever, and we have to occasionally increase the minimum requirements to be able to keep improving Construct. The vast majority of devices in active use support iOS 15+. For example the newest iPhone that only supports up to iOS 12 is the iPhone 6 which came out in 2014. That's a decade ago, and quite often the device battery simply won't last that long and so people end up buying a newer device; if they did, it will support iOS 15+ (see this table).

  • In that post, I mentioned an update in r417 that may help, but nobody has responded to that yet - it'd be interesting to know if it made a difference for anyone.

  • We've seen a number of such reports but we've not yet been able to identify what causes the problem. Our best guess is a browser extension is interfering with Construct and causing the problem. Try disabling any browser extensions you have and see if that fixes the problem. It would be useful to know which browser extension caused the problem if you can identify that (try disabling them one-by-one).

  • Try using the File System plugin.

  • Is there a way to animate an icon?

    You can use [tag] in BBcode to tag a region of text - perhaps just a placeholder icon - and get its position. Then you could put an animated Sprite object there - which allows for using any other features in Construct (effects, behaviors, other kinds of objects like Particles, etc.)

  • Even if we did this, I'm not sure it would be sufficient for all those use cases - if you want something like a private message channel to multiple users, or different levels of group chat, then you need a dynamic number of Multiplayer instances. Even if you can add more Multiplayer instances, then how many do you add? Then setting up your event sheet to be able to manage them as if they were an array sounds complicated.

    Things like an "Alert" server that just sends a global message out every now and then would be a relatively simple case for a WebSocket connection to a custom server - re-using Multiplayer for that seems a bit overkill.

    Another option is to run the host on a traditional headless server - it's not especially straightforward to set up, but then you have better privacy as things like private messages are routed via a generic server rather than a player's machine. Even with the host being a player, it's possible to set up an encrypted messaging system between two peers so the host still can't read their messages, but that's a fairly complicated cryptography case. (Maybe the Cryptography plugin could help...)

    So I think if we wanted to do this properly, the single Multiplayer object alone would have support for connecting to multiple rooms simultaneously. I think that would be a pretty complicated change to make though. Even if adding multiple Multiplayer objects is straightforward, in the long term there will probably still be a need for truly dynamic room joining, and so there'd still be a need for the proper multiple simultaneous rooms support; then if we did implement that, we're left with a messy design, as there is no longer any need for multiple Multiplayer instances but we're stuck with that short-term measure for backwards compatibility reasons. So with a long-term view, I'd rather do this the proper way, even if it's more difficult. It's always tempting to choose the easy option, but it can make a mess in the long term, and we'll still be here dealing with that.

  • This just came up in this thread as well where I already responded.

  • Listing all templates is also an interesting idea, but I think it's a slightly different use case. Should all those templates be in a separate section of the Project Bar? If so, there's still the problem of what happens when you drag in a new instance from the Object Types folder. Should templates appear as child items of object types in the Project Bar? If so presumably you can still drag from the object type itself, and the same problem comes up. So while I think that may well be worthwhile as well, it's probably best thought of as a separate addition.

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Ashley

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