Ashley's Forum Posts

  • How does one specify where the binary data would end up (the specific cell inside the database_ using "Post binary to URL"?

    The server will receive the data in the request body. It's up to your server code what it does with that.

  • If 'On configuration failed' triggers, it's not to do with IDFA - it means you've not set up Mobile Advert correctly, and so nothing will work. Try going over the setup instructions again, everything has to be done correctly for it to work, and people often make mistakes like mix up IDs in the wrong fields which turns out to be why it wasn't working.

  • Is it possible to use modules (import, export) in C3 SDK addon external script files?

    Right now, the answer is no, simply because the engine still supports classic mode for backwards compatibility at the moment.

    Sooner or later we'll remove classic mode though so you can rely on modules mode. However there are still complications with importing - in particular when you compile to an APK, imports cannot refer to local files, so they stop working. To fix this we actually have to minify all the JavaScript code in the project even when you choose not to minify it when exporting to Android (or the legacy file: scheme on iOS) to work around this.

    Whether or not that works with third party addons, to be honest I don't know, I've not tested anything with that and nothing in the official Construct addons attempt to do anything like that.

    To work around the various preview/publishing quirks, you probably cannot use modules in addons and just have to rely on telling Construct about all your script files so it can manage them for you.

  • See the Multiplayer tutorial series.

  • I don't know the real answer (the template was developed by a third party years ago), but sometimes old projects don't use features simply because they did not exist at the time, and were only introduced later on. Some of the Start Page projects actually date as far back to Construct 2's introduction in 2011. I do occasionally modernise and update templates to use newer features, but the sheer number of them makes this a lot of work, and often they are complex and developed by other people which makes them harder to change.

  • I've looked through a lot of topics and tried to find solutions to the unit sprite overlay problem for a long time, but I haven't found anything suitable and similar to the behavior in the classic games like WarCraft 2, C&C, Settlers, KKND, Dune.

    As noted, the main issue is this is an exceptionally complicated problem that even the designers of commercial RTS games struggle with.

    This question comes up from time to time; see also my previous posts on it here and a bit of a longer explanation here (from way back in 2014!).

    As I mentioned back then, I have spent many hours on this in the past. If objects collide with solids, they get permanently stuck. If they collide with each other, they get permanently stuck. If they try to steer out the way, they will hit something else doing the same and they both get permanently stuck. If you try to have smarter evasion strategies, it still gets permanently stuck. Often the evasion actually makes things worse and causes gridlock, and all moving objects get permanently stuck.

    By far the easiest approach is to allow things to overlap each other (including actually ignoring solids, and only avoiding them when calculating pathfinding). Since Construct is aimed at beginners, this is by far the simplest and most reliable solution, which is why the template uses it.

  • I previously suggested using "Post binary to URL", which sends the data in the body of the request, not the URL. Therefore it is not affected by URL length limits.

  • See the section "Using IDFA on iOS" in the Mobile Advert manual entry.

  • So long as you publish to a secure server (HTTPS), all Construct web exports are automatically PWAs and should be installable.

  • As noted for 'Invoke download' in the manual:

    Downloading is a browser feature and depends on the browser UI. Note that mobile apps don't run in browsers (there is no address bar etc), so the download feature isn't available there. Consider using the Share plugin to share the file instead.

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  • I already confirmed it was fixed when closing issue 4422. I just checked again with r233 and just as I expect it's still working fine. This is precisely why we ask people to file issues following the bug report guidelines - it's rare we can actually solve problems based on passing mentions.

  • We didn't make any changes around fetching in r233, so I have no idea how that could have broken anything to do with that. As ever it's impossible to help unless you can fill out a bug report following all the guidelines.

  • Mesh distortion should allow you to create two sprites that each are a fragment of the original sprite. The calculations involved will probably be pretty complicated though.

  • So I looked in to this and double checked and it turns out there's a bug in Safari affecting the latest releases that seems to sometimes break video playback in the editor preview. It should still work after export, but the bug affecting preview could have confused your local testing when trying to find a format that works. It should be working better in r233. With that release I can definitely play a video in Safari on both macOS and iOS which MPC-HC reports as having the following format:

    Video: MPEG4 Video (H264) 640x360 24fps 612kbps [V: Apple Video Media Handler [eng] (h264 constrained baseline L3.0, yuv420p, 640x360, 612 kb/s)]

    Audio: AAC 22050Hz stereo 65kbps [A: Apple Sound Media Handler [eng] (aac lc, 22050 Hz, stereo, 65 kb/s)]

    So yes, Safari does support MPEG-4 h.264 video with AAC audio.

  • ~800mb image memory use on mobile is extremely high, so yes, I would expect the problem is you've designed your game to use far too much memory. The iPhone 8 has 2GB RAM (I think, from a quick google of its specs), the 64GB figure is for the permanent storage; there will be a wide range of other things it needs to keep in memory to run the phone and the rest of your game, so you may well have filled up all 2GB.