Ashley's Recent Forum Activity

  • The C3 runtime does not support iOS 11 and older. (We could have actually supported iOS 11, but bugs in iOS prevented that.)

    Apple's official stats show that iOS 12+ covers the vast majority of devices, and as time passes this will of course cover an increasing share of devices as old ones are replaced.

  • Construct does have a built-in export to Xbox One. And, as far as I can tell, virtually nobody uses it. Posts like this are always a little mystifying to me: we do actually support this for Xbox One, but it's not mentioned at all by anyone - everyone acts as if there's no console support whatsoever.

    My best guess is everyone already uses third-party porting services. And if you're using a porting service for, say, PS4 and Switch support, it's probably actually easier to get them to cover Xbox while they're at it. Hence, nobody is using the built-in option.

    I'm greatly concerned that we could do months or even years of extremely costly work and then still nobody would use the console option at all, because people have basically found a workaround in the porting services and will just carry on using them. I think the console makers are also fine with high barriers to entry: they want to make sure only high-quality content that can jump the hurdles gets on to their stores. Also if consoles don't have built-in support for HTML5 games, then given our dependence on browser technology, creating a highly compatible engine port is borderline infeasible, amounting to writing a significant chunk of a browser, which is normally done by huge corporations with thousands of staff. AFAIK, the third-party porting companies are just maintaining compatible subsets of the engine, and do bespoke work per-project to adapt them to work.

    The existing Xbox One support is based on JavaScript UWP apps, and as far as I can tell Microsoft are actually trying to slowly phase those out. So with such little usage, an apparent lack of on-going support, and the apparent failure for this option to even enter the conversation, I'm more inclined to remove this option and allow everyone to use third-party porting services instead. I would guess our efforts would be much better spent helping make life easier for the porting services - but so far they seem to be getting along fine without needing much from us.

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  • It's just a normal class, you can do anything you like with it.

    The only reason it's written like that normally is to avoid duplicating code. By privately forwarding all calls to the main instance class, you can easily share methods between ACEs, script interfaces, the debugger, etc.

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  • I'd point out that, much like with our own bug reports, it will be much easier for the issue to be dealt with if you can share a public demo. A bug report may be handed off between multiple developers and teams before it's even assigned to someone - that works smoothly with public details, but if it's private, that process can become slow and complicated.

  • It seems to run perfectly smoothly for me on a Pixel 3.

    Usually if you have device-specific performance issues, it's something involving the system GPU driver. The best way to investigate that would be to file an issue to Google at crbug.com so they can investigate.

  • The console is showing connection lost errors. I tried another build and it worked fine with no connection lost errors. This suggests there's some kind of problem with the internet connection between you and the build server.

  • I had a quick look at this and there is actually a bug in Chrome that causes a problem in playable ads when using module scripts. I reported it to Google and they'll need to fix it. In the mean time it's best to switch the scripts type back to "Classic".

    I tried to work around this for the next release, but the restrictions on playable ads is so extreme, we basically have no good options to explore. I think playable ads can actually work with a zip of a HTML5 export, so you could try that as an alternative. The Facebook playable ad preview tool also seems pretty broken, so it's really hard to test this. I previously repeatedly tried to get them to fix it and they completely ignored me, so I'm not sure if the preview tool will ever really work...

  • I just tried an Xcode export and it worked fine. Maybe check your Internet connection is working.

  • Well, once again, if the object is half-way initialized, you can't guarantee all siblings will be there. It's a good case to illustrate this actually: suppose you create 3 siblings. When you create the first sibling, suppose you try to get the other siblings. They don't exist yet. You're only half-way through creating the first of 3 instances. It's impossible for the engine to resolve this: even if it created siblings on-the-spot when you asked for them, another sibling might ask for the first sibling again, which still isn't fully created, and you have an unresolvable cyclic dependency.

    In the engine we have post-constructor 'OnCreate' methods which run when everything has finished initializing, so we avoid this type of problem. I'm not sure if we exposed that to the SDK though.

    If not, I'll just move all the sibling and iid related initialization steps out of the constructor.

    If you can, that's the best solution, since you avoid all these complicated half-initialized problems.

  • Not all developers publish their addons to our website, including some people with commercial addons they sell independently, so we still wouldn't reach everyone if we did that.

    We made this clear in the release notes, in this forum posts, and by actually implementing the change in a beta release, so if it was broken presumably users would have been reporting that to you. This is the same way we approached the changes to the minifier last summer. Besides there seem to be lots of addon developers who aren't actively maintaining their addons, so I would think even if we reached out to everyone we could find (which as noted would still be an incomplete list), a bunch of developers would still not act on it until it's too late. We also can't be sure whose addons will actually keep working fine, and whose will be broken, and also it's not clear if most addons are actually fine and there's no significant problem, or if there's going to need to be wider changes. In this case since if you'd used strict mode - good practice since 2011, and already built-in to the addon SDK downloads - there was no problem, which seemed to be a signal it was probably a minor issue.

    I appreciate maintenance issues like this can be frustrating, but many platforms require regular maintenance (especially mobile platforms, as iOS and Android often have annual changes to their requirements), and it's impossible for us to force addon developers to check or fix their addons no matter what we do. I think there is some level of responsibility for addon developers to keep an eye on developer news, release notes, listen to feedback coming from users, and maybe do a quick test every couple of months after a new stable release comes out. It's something we have to do with Construct itself, and even then we occasionally miss things, which can be a pain but then we just take action and fix it as soon as we can.

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Ashley

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