Ashley's Recent Forum Activity

  • The Browser object has features to help detect updates and reload to use them. The browser console also logs the update state. See: Offline games in Construct 3

    Usually the problem is the caching configuration on your server. For example if it serves offline.json with a header saying "you can keep reading this from the cache for 24 hours", you won't see an update for another 24 hours.

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  • Any bug that prevents you opening a project would be a high priority to fix, but we have nothing to go on unless you can file an issue following all the guidelines (we need all that information to be able to do anything about it).

  • 1. Can "Remote Preview" be used on an offline LAN network?

    Much like the multiplayer feature, remote preview uses a signalling server to broker a direct peer-to-peer connection between the devices. This means you do have to be online for the devices to find each other, but then the data can be transferred over the LAN if the devices can reach each other that way. Related is:

    2. When using Remote Preview, how long do the builds stay on the Scirra servers?

    Your project is never sent to the signalling server.

    When you use the mobile app build server, it does send your project to the server so it can build an app from it. Then it immediately deletes the project. It does not hold on to it long-term.

    2. How do I use the equivilent of "Fullscreen: Crop" in C3, as this option no longer exists in C3?

    It was removed because it was difficult to support, didn't seem to have much use, and the other fullscreen options all seem like much better options since they handle aspect ratio and scaling for you. You can probably do what you want with some combination of the other options.

    3. More mild trivial quesiton, but is there a plugin to get dates/times from the users device?

    There's not yet an official feature, but I believe there are third-party addons covering this.

    4. Privacy. I had lightly asked about this in a blog post somewhat recently, and I have read the Privacy policy, but I was curious specifically what degree of information is tracked by Scirra?

    Our privacy policy is our official statement on the matter, but the editor only collects anonymous information and we never share the information with anyone else. It exists solely for us to maintain the quality of the product, such as by observing crash reports and fixing problems that we can spot that way (such as in this case). We do not collect or track any of the content of your project, such as anything you type in to the editor, and we have no interest in doing so. Also if you use any tracking blocking features that block Google Analytics, you will be completely opted out of this.

    A. Does the Multiplayer plugin work between C2 and C3? (Could a c2 build of a game communicate with a build in C3?).

    Yes, it should do (I haven't specifically tested this but the code is compatible).

    B. Can you add multiple "Multiplayer" plugins in a project? Or, if not, can you connect to multiple servers on the one instance?

    C3's multiplayer plugin is basically the same as in C2, and that's not supported.

    C. Can the official plugins be downloaded and modified?

    No, this caused appalling compatibility nightmares, it was often unnecessary for the intended feature in the first place, and we ended up dealing with the support burden.

  • Read the multiplayer tutorial series, which covers connectivity.

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  • There's a difference between music production software and consumer apps. Audio professionals can be reasonably expected to configure the various technical settings for their software correctly. Consumers using an app cannot be expected to do that. I speak from experience of having been developing consumer software for over 10 years: if you have a setting, most people won't ever touch it; of those who touch it, many will misconfigure it and then end up coming to you for support.

    If we add an audio latency setting, for every person who uses it to fix a problem, someone else will configure it wrong, get glitched audio, and (because figuring out who to blame is actually really hard), some of them will blame you as the app developer, and some of those app developers will blame us.

    The right solution, as always, is to fix the root cause of the issue.

  • Ugh, that is an unmitigated disaster for compatibility. Please, please don't do that.

  • Mikal - no such method exists in the scripting feature. I think you're confusing the addon SDK which uses different APIs.

    There is however runtime.callFunction() which may provide a convenient way to call in to the event system for other features.

  • In general, C3 supports whatever the browser supports, and browsers are regularly updated to add the latest JS features.

    C3 currently loads all runtime scripts using <script> tags rather than modules, mainly for backwards compatibility (although this may change in future). That's the only reason you can't use import/export statements, but you can use dynamic imports, and the modules you import from that can use import/export statements, so it is in fact supported if you take that route.

  • C2 used a Function plugin, and this was carried over to the C2 runtime in C3. The C3 runtime deprecated that plugin and made it a built-in feature instead. The blog post I linked to covers the history of it.

  • I'm afraid it's not currently supported. If it's not covered in the reference section of the documentation, it's not there.

  • See the tutorial Publishing to the web, and note the parts about MIME types, since if that is misconfigured your server may not be sending a .wasm file.

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Ashley

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