Ashley's Recent Forum Activity

  • This work should not have affected your apps at all.

  • The build service maintenance has now finished (a little earlier than planned at around 15:45 UTC). We've done a wide range of software upgrades on the build service, and implemented some robustness improvements that should help ensure it keeps running reliably in the long term.

    We will continue to monitor the reliability of the build service and try to make further improvements if the situation does not improve. If something has changed on the build service that has broken something, or it otherwise seems to be not working correctly, as ever please file an issue to let us know.

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  • We're aware the build service has had some issues with reliability in the past few weeks. We apologise for the inconvenience and we're keen to identify the problem and ensure it is fixed.

    Unfortunately the type of problem is very difficult to diagnose - as you may know from our bug report guidelines, it's important to have reliable steps to reproduce a problem in order to investigate it. We do not have any steps to reproduce the issue with the build service, and the problem appears to happen unpredictably after long periods of time, often taking several days or weeks before it occurs. Investigating a problem often involves trying dozens of potential solutions. Combined with the long duration before the problem occurs, this means investigating the problem may be a long term process.

    Nonetheless we're aware of the importance of the build service to many customers and so we will be taking steps to diagnose and resolve the problem. Part of this will be running diagnostics and maintenance on the build server. We are planning to do some work Wednesday December 1st (tomorrow) from 11:00 to 18:00 UTC. The build service may be fully unavailable, or only partially available, during this time. Once again we apologise for the inconvenience, but this work is likely a necessary step to ensuring the reliability of the build service.

    In the mean time if you need an alternative to the build service, you can run your own Cordova builds locally with the Cordova CLI, as documented in the tutorial Building mobile apps locally with Cordova CLI. Thanks for your patience.

  • It worked at the time of my last post, but it seems it stopped working again overnight. I've now rebooted it and it should be working again.

    I apologise for the inconvenience, but it's very difficult figuring out what could be going wrong here. I will take some time out tomorrow to run some diagnostics and maintenance and try to figure out what's going on.

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  • I just tried a build and it worked fine.

  • - Instant Games are a different service to Playable Ads. They have different requirements.

    1mrpaul1 - you'll have to contact Facebook about issues with their service, their restrictions, or their test tool. It's all under their control, and there's nothing we can do about it. As far as I'm aware, Construct complies with the restrictions stated.

  • Construct games require WebGL, and can run on WebGL 1 (it does not require WebGL 2, but will use it if available).

    WebGL 1 is virtually universally supported now - including in the Android WebView used in Android apps - so it should not be an issue. Even WebGL 2 is very widely supported now, especially since it's supported on iOS 15+ now.

  • Construct does not impose a limit. It will be whatever size the browser or system supports.

  • It looks like a bug. Please file it on our tracker following all the guidelines, as we need that information to be able to help.

  • Exported Construct games set the favicon automatically for you. See Icons and Splash in the manual.

  • A new empty project exported to HTML5 with advanced minification is just 210kb zipped. Even uncompressed it's about 500kb. Anything above that is the content of your project, which is up to you, not Construct.

    The technical restrictions on single-file Facebook Playable Ads are strange and contradictory. They set a maximum file size, and then also impose rules that cause the file size to increase, such as having to encode binary resources as text in base64. Even so, a new empty project exported as a playable ad with advanced minification is 166kb compressed, or again 500kb uncompressed.

    Facebook have been impossible to get hold of for any questions I had or for any technical support with quirks with their tooling. Do they count the compressed size? If not why not, since they seem concerned about the file size? Compressing it would be an obvious thing to do. IIRC, there was an option to use a zip of a HTML5 export; try using that if you can. Otherwise I'm afraid you will just have to work within the confines of their (partially documented and contradictory) limits. As far as I can see the engine overhead is reasonably low given how many features it has - and is certainly less than the 1.4mb you stated - so you'll just have to be careful with every single thing you add to the project.

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Ashley

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