Ashley's Forum Posts

  • I don't understand what you mean. Construct doesn't have any direct integration with GitHub. I guess by that you mean the folder based projects? But those are still supported in r225 just as they are in r218. (You just have to be on the latest version of NW.js, and the editor prompts you to update if you're on an older version of NW.js.) There's also been no change at all to Steam support between r218 and r225. So there shouldn't be any material change between these two releases. I don't know what you're doing or seeing that's behind this apparent claim that Construct has removed or changed these features - it should all still be there.

    As I said, staying on old versions generally causes more problems than it solves. We fix dozens of bugs and make loads of improvements between stable releases. If you don't update, sooner or later you run in to difficult problems that we already solved. People already routinely file issues and contact support about issues we've already solved, and it turns out they kept using an old version of the software, and updating fixes it. It's certainly not a panacea for all software problems!

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    Please don't cross-post the same post, it makes things confusing. You already posted this here, and I just replied here. To avoid duplication and mixed up discussion, closing this thread.

  • All our stable updates roll out to everyone. This is routine.

    Why do you need to use r218 specifically? That will probably cause more problems than it solves (such as running in to bugs we've already fixed). Updating shouldn't be a significant problem, especially since we work hard to preserve a very high degree of backwards compatibility across years of releases.

  • It's a mistake in your code. The clientX/clientY properties of input events are in a different co-ordinate system to the game. You need to use the layer cssPxToLayer method to convert between the co-ordinate systems.

  • WARN: Error requesting camera: TypeError: undefined is not an object (evaluating 'navigator["mediaDevices"]["getUserMedia"]')

    This error is a bug in iOS. Apple need to fix that.

    As for everything else - it should work, and as far as I know it's working for everyone else. As ever it's hard to help without more details, like your project file, the exact export process you're going through, and the full text of any error messages.

  • We get far, far more feature suggestions than we could conceivably address in any reasonable amount of time.

    To deal with this we have a feature suggestion platform where you can find, submit and vote on features. The top voted ones are more likely to be implemented.

  • The Sprite position is in layer co-ordinates.

    LayerToCanvasX(Sprite.LayerNumber, Sprite.X, Sprite.Y) will give you the corresponding X position on the canvas.

    Then multiply that by the device pixel ratio to get device co-ordinates.

  • The all-new arcade was launched last year. There was a period of time to port existing games over if you requested them which lasted until May but has now expired. You'll need to re-upload the game.

  • I'm afraid this is not currently supported.

  • I tried avoiding huge objects with big transparency and this help, but we don't so have much areas to be optimized left.

    Note that transparent areas of images still consume fillrate. As dop2000 notes, you can avoid wasting fillrate with large transparent areas by using smaller separate images instead.

    Will another engine better perform on rendering this areas?

    No - fillrate is a hardware limitation, and so doing the same thing with a different technology will still have exactly the same problem.

  • Compiling for older versions of Android is not supported. Only Android 5.1+ is supported (and that requirement comes from Cordova).

    According to StatCounter, Android 5.1+ covers 97% of devices.

  • It's called "Viewport size" in C3. It's a better name for the property, because that's what it really changes, it doesn't actually have much to do with the window.

  • Providing the project fullscreen mode is not "Off", it will automatically size to fill the iframe.

  • The snapshot area is given in device pixels (i.e. pixels on the resulting image if you took a full screenshot). That is different to layout co-ordinates (i.e. object positions) which depends on scrolling, scaling, the viewport size, etc.

    The system LayerToCanvasX/Y expressions can convert a layout position to canvas CSS co-ordinates, and then if you multiply that by PlatformInfo.DevicePixelRatio, that should give you the device co-ordinates.

  • It looks like a problem with your Internet connection.