Ashley's Recent Forum Activity

  • The IAP plugin uses cordova-plugin-purchase, and it looks like they've updated that to use the new Google Play Billing library v3. I'll update that for the next beta release.

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    It's working fine for me. I just rebooted the build server in case that helps.

  • For the record this was announced about a year ago in the blog post Sunsetting Construct 2.

  • If a build fails due to the use of a third-party addon, you'll have to contact the addon developer for support on that.

    If a build fails without using any third-party addon, please file an issue following all the guidelines.

  • New JavaScript features must be supported by all of the browser, the editor JavaScript parser, and Closure Compiler, to work everywhere. New features can take several months to appear in all three places. Sooner or later we'll update Closure Compiler and it will start working. This process will probably repeat for other new JavaScript features in future.

  • We've already contacted Sony and Nintendo, more than once, to no avail.

    That's why I say it's probably more likely they will act on it if they see there are lots of potential developers who are asking for it.

  • There wasn't previously any scripting API that covered this. I've added IWorldInstance.getMeshSize() for the next beta.

  • Apologies for the trouble - see this forum thread for updates.

  • Apologies for the trouble - see this forum thread for updates.

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  • Apologies for the inconvenience everyone. We identified this as a significant problem earlier today and I've been posting updates in this thread including some possible workarounds. In order to keep updates in one place I'll update that thread with further news so please keep an eye there.

    In order to mitigate the problem, today's r234.2 release switched to a new developer account for accessing Google Drive. Unfortunately before this can return to being fully operational it must be approved by Google. This could take several days - I don't really know how long, but I've tried to emphasise the urgency of this in our submission to Google. I think at this point we just have to wait and see. Hopefully you can find a workaround in the mean time. Sorry again for the trouble.

  • It's true that worker mode is not supported in Android apps, but you can do a quick test to work out if it's relevant: disable worker mode and try it in the Chrome browser. If it's still better, worker mode is most likely not relevant. If it causes the same performance issue in the Chrome browser, that's actually quite good news since it suggests supporting worker mode in Android apps could improve the situation.

    I think filing issues as I described is still the right way to approach this: the more issues filed by the more users, the clearer it is to Google that it's a significant problem that ought to be prioritised. It also increases the chance one of these reports hits on a discovery that helps get to the bottom of the problem.

    People have long tried to suggest "make a native engine" as a solution to every HTML5 problem, but apart from the fact it is probably infeasible anyway, it may well not actually solve the problem - lots of other tools with native engines have users who make similar complaints about poor performance on Android, like here, here and here. Android graphics drivers are notoriously poor. If that's the cause of most of these types of problems, writing native code does not save you from that.

    Trusted Web Activities (TWAs) are interesting, and you can probably try them today with an existing HTML5 export. The big problem though is they are not Cordova, so you lose IAP, ads, and all other third-party addons that involve a Cordova plugin. There's a Digital Goods API that may allow for IAP only, but you still need a full web export, hosting, and a lot of configuration with the Play Store. Do you think that's viable? We could try to support it better if that level of mobile support would do.

  • We notified third-party developers about the change back in November, so there's been over two months for addon developers to respond. The changes required are minimal, as noted in that thread. It should not take long for an active developer to release a small update.

    I've long worried about such maintenance issues caused by third-party addons, which is one of the reasons why when you install an addon the confirmation dialog has the following warning - emphasis added:

    Only install addons from sources you trust. Malicious addons could compromise the security or privacy of your projects. Broken addons can also cause bugs or other problems in Construct 3, including corrupting your project. Check the addon developer is actively maintaining their addon and providing support for it in case of any problems caused by the addon.

    I'm not sure what more we could reasonably do - I don't want to end up having to hold off making improvements to Construct that benefit all users, because a small number of users are using broken and abandoned addons. I don't think there are any good options really, and in some ways I would rather cause some short-term pain with the breakage if that's what it takes to make people realise this is what third-party addons can do to their project, and why they need to look for active developers who are willing to maintain their addons.

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Ashley

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