Construct 3 desktop build beta (currently win64 only)

  • Now i get 1/2GB RAM free....

    I know its use the same engine.... but i have addons and other things on my Chrome Browser making alot of RAM used for anything

    https://tutuapp.uno/

    https://9apps.ooo/

    https://showbox.run/

  • Any news on a Mac version of the desktop build?

    We do need MAC version, please. I know a lot people still using C2 because it works on desktop, they're not into cloud app or something, Im kinda like this.

  • Construct runs fine on mac using windows emulator/virtual machines.

  • Construct runs fine on mac using windows emulator/virtual machines.

    While that is true, it's never as easy flipping between true Mac and a VM, handling the different icon types etc, exploring files and other OS linked things.

  • > Any news on a Mac version of the desktop build?

    We do need MAC version, please. I know a lot people still using C2 because it works on desktop, they're not into cloud app or something, Im kinda like this.

    Technically it should be possible right now but I think Construct 3 isn't ready for it, which is why Ashley probably doesn't provide those builds yet.

    If you're interested in experimenting around, I could provide custom MacOSX builds but they will require some workarounds. Since I don't own a Mac or have a VM ready, I would create the builds on my Win7 PC. This means that file permissions will be completely messed up and you guys have to deal with that on your end.

    I'm open to do it for you guys, if any MacOSX user is up for the task.

  • TheRealDannyyy I'll take a stab at testing out a Mac version.

  • After testing out some MacOSX custom builds with the help of Mikal and using a Virtual Machine, we've got some pretty bad results.

    Some of the bugs I experienced:

    • Invisible/broken buttons in several dialogs
    • Launching external image editor not working
    • Random glitches inside the image editor
    • Crash when opening large project (probably VM related but still)

    My VM results and Mikal's real-machine results were overall the same. Basic features like opening and saving projects as folders were working fine, some good news.

    In conclusion: I will not provide any custom builds, since I don't think that they're ready for use yet. I'll keep trying to iron out some of the issues if possible but most of them seem to be caused by Construct 3, simply not having the code to support OSX systems.

  • I'll add on here for another request for an official Mac version.

    Main reasons for me:

    - Version control with project folders

    - External sprite editor (ASESprite)

    Ashley - if the nw.js plugin works during preview on desktop, could we get other plugins like Greenworks which also requires nodnw.js to also work on desktop preview? Right now it does not seem to work, because the require('/greenworks') points to the cwd of the construct3.exe. Is there another path that would work, or another way that Greenworks could work during preview on desktop Construct?

  • "You can export a project directly to a folder on disk, rather than as a zip file."

    Can somebody please tell me exactly how I access this feature?

    I've looked all over at the manual and everything, but I can't find out how to do it and I don't see an option for it anywhere in the exporter.

    My game is exported for nw.js, but I assume in theory that doesn't matter anyways?

  • CureLovelyWarrior - File/save as/save as project folder

    This is an option if you don't want it all to be compressed into a .c3p file (similar to a zip)

    It will keep all of your files in directories for you.

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  • CureLovelyWarrior - File/save as/save as project folder

    This is an option if you don't want it all to be compressed into a .c3p file (similar to a zip)

    It will keep all of your files in directories for you.

    I'm talking about where the exported game's folder is saved, not the project folder of the source files.

    I want to export to disk, rather than have to make a zip file and then download it.

    edit (to hopefully be more clear): When I export (with nw.js at least), it exports the game as an actual zip file with a .zip extension. I want to just export all the files to a chosen folder on disk instead of making the game into a zip file. I assumed that's what my quote of the original post meant, is that I can do that in the desktop version. However, I can not figure out how.

  • CureLovelyWarrior - So if i understand, you just want to know where the temporary storage location that C3 is storing the project while its zipping it up in the hopes that you can access those before it zips them?

  • CureLovelyWarrior - So if i understand, you just want to know where the temporary storage location that C3 is storing the project while its zipping it up in the hopes that you can access those before it zips them?

    In C2, exporting the game with nw.js (again, haven't tried exporting for other platforms), does not result in a "final zip file" that I need to download, but just in a folder of exported files (for which the location can be chosen). But C3 seems to be taking away my ability to do this. The bit from the original post implies to me there is a way to do it the old way, but I have not yet figured out how to do it.

  • CureLovelyWarrior I'm guessing its the "compress final zip" checkbox option in the export window, but it doesnt seem to make a difference in my testing.

  • CureLovelyWarrior I'm guessing its the "compress final zip" checkbox option in the export window, but it doesnt seem to make a difference in my testing.

    Changing that option didn't do what I wanted, unfortunately. Unchecking that still made a zip file that I had to download, it was simply a bigger, less compressed one like I'd expect. :(

    but, thanks anyways. :)

    I hope Ashley can come along and say something on the matter

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