Ashley's Recent Forum Activity

  • That code doesn't look right. You've written an array with a single string element, and then called it as a function. If you mean to call a global function, use globalThis["Inventory__GetScrollY"]().

    I would advise going through the Learn JavaScript in Construct tutorial series which covers the basics of JavaScript syntax such as this.

  • Or is it that there is a plan to obfuscate all internals at some point?

    This could well happen, and it could mean whatever internals you are accessing become permanently unavailable.

    A long-standing problem with JavaScript is it has typically had poor encapsulation: external code can easily mess with the internals of APIs. With newer features like private fields there is proper encapsulation support that makes it genuinely impossible for external callers to mess with internals. As encapsulation is a basic principle of software engineering and important for the long-term reliability of a platform and codebase, I would definitely like to use that throughout our codebase. This would however make all sorts of internals permanently inaccessible - much like they already are with any other game engine with any other technology that properly supports encapsulation, so bringing us in to line with the industry standard. This could permanently break engine hacks with no workaround. This is exactly why we have this warning, and why whenever possible I advise against it, since as per our policy we will not help anyone in this situation if they were using undocumented internals.

  • Try disabling any browser extensions you have, or try using a different browser. That's often the cause for weird error messages like this.

  • See the manual section on exporting with advanced minification.

  • There is a known issue with WebGPU that updating textures seems significantly slower than WebGL. In Construct, changing Text objects and a few other things require updating a texture, so these cases may be slower than WebGL for the time being. I filed an issue about it back in June but it hasn't been sorted out yet. As WebGPU is still pretty new I think there may be a few early issues like this to be sorted out, but I think it's likely it will end up as fast or faster than WebGL in the long run.

  • I'm afraid it's impossible to help from just this information. If you provide your project file we could take a look, alternatively file an issue following all the guidelines so we can investigate. Also try disabling any browser extensions you have installed as they can be a common source of problems, or try using a different browser.

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  • Take a look at the voice recorder example which should be a good place to start. You can also save recordings to Local Storage as binary data.

  • It depends: Touch with mouse input enabled can work if all you need are left button clicks and drags. If you want something like detecting the mouse cursor hovering over an object, you still need the Mouse object for that, as the concept of hovering doesn't apply to touch input, or if you want to make use of middle/right clicks or the mouse wheel.

  • It's difficult to help from a forum thread like this, as all anyone can do is speculate. By far the best way to get the right help quickly is to share a project file demonstrating the issue.

  • Perhaps take a look at the Flowcharts questionnaire example which shows how to display a sequence of questions based on the user's choices.

  • Various project settings can affect memory use, including the downscaling quality and max spritesheet size.

  • There is a big difference between being an addon developer running in to the limitations of an API, and the entire product stability getting so poor that it risks the failure of the business. I don't think it's fair to use the same "development hell" term for both of those.

    I would rather nobody did make another platform behavior. This kind of feature duplication causes a bunch of other problems too. Again, we saw much of what happened when people tried hacking around with the official engine code in C2: broken projects, incompatible changes, no good way to switch between them, the official addons ending up superseding them but people being stuck with old buggy third-party versions of addons, confused users who don't know which they're "meant" to use... some of which takes years to play out, and leaves us having the support headaches of trying to help people with things like broken projects long after the third-party developer responsible has left the community. As I was saying previously, the consequences end up with us and our team, and as a small company with limited resources it is especially painful.

    Of course, it is possible to make a comprehensive and well-supported public API. It just takes time. We routinely get far, far more requests than we could possibly act on, and things like developing a large API that we promise to support indefinitely is potentially a major project and a major long-term maintenance burden, and we have to balance that with literally hundreds of other things. If I could click my fingers and have it all done, of course I would, that would be great! Unfortunately we have to deal with the real world and limited resources.

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Ashley

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