Ashley's Forum Posts

  • Currently the design is so that you don't clog up the function list for actions with loads of unwanted functions that are only used as expressions. Also part of the reason is because it's best to design things first in the most limited way and see if that is acceptable. It's extremely difficult to remove features, so once we add this, it can effectively never be removed again even if we decided for some reason it's much better to do it that way. However if later down the line we decide this really is important for some reason, it's much easier to add support for it than to take support for it away.

  • Try looking in the Network tab instead for any failed requests and see if there is any more information there about why the request failed.

  • data.json is required for the app to start. It's literally your game data. If you remove it, the app will no longer work.

  • It's still impossible to help without providing better information.

    How much memory does your game actually use?

    For example if your game requires 10 GB of memory, it's not a bug, it's not a problem with the device, it's not a problem with Construct - it's a problem with your game design.

  • It's not supported. Includes are always included, you can't do things like use groups or sub-events to conditionally include them.

    You don't need to do that anyway. If you want to disable a whole event sheet, put all its events in a group, and then disable that group.

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  • Just set a light height of 0 and a light radius greater than 0.

    See the Shadows - soft penumbras example.

  • I'm afraid videos generally aren't helpful. They merely show it not working and do nothing to diagnose what the actual problem is. I can't debug a video. Checking the browser console for errors should be the first thing you do.

    It's also difficult to help in this thread because people seem to be throwing in lots of different problems which need to be diagnosed separately. So it's hard to even know which problem we're talking about any more. Sticking to one issue and not derailing the thread with other things is important to make sure we can focus on one thing and make progress on that, otherwise everyone gets confused and nobody makes any progress.

  • Modern mobile devices run Construct games really well. I haven't seen any performance issues with any modern devices for some time now - usually if someone's complaining about performance, it's something like someone digging out a 7 year old device that isn't actually in practical use any more, and getting kicked down to software rendering due to GPU driver bugs. And even that isn't because of Construct, WebView or HTML5: ironically, it's the native code in the graphics driver that is broken, and everything else is working just fine. It's always been frustrating that people blame problems on things like HTML5 even if they aren't actually anything to do with the problem. In fact it's probably is something that has held us back: if people know we use HTML5, and they have some problem, they think "oh, it must be HTML5", even if it's completely unrelated to the problem. It's hard to get around people's prejudice of web technology.

  • Literally the only game they showcase is "The Next Penelope"

    You do realise it's not actually listed in the current showcase?

  • See Checking for errors in browsers, which covers mobile.

  • FYI Spriter already supports Construct 3. The SDK also already supports mesh distortion - there are no official features using it yet, but there's nothing stopping tools like Spriter implementing mesh distortion.

  • Yes, IIRC the bug from last year was that you could get a blank screen on Android devices with a Mali GPU that used WebGL 2. Downgrading to WebGL 1 worked around it.

    • Post link icon

    If you have an issue with Construct 3 please report it following all the guidelines - we need all that information to be able to help: https://github.com/Scirra/Construct-3-bugs

    Every release we normally fix several bugs, so Construct 3's reliability is improving all the time. It's possible in some cases there are regressions, but we normally fix these before they reach the next stable release.

  • This warning message appears when you publish an APK instead of an Android App Bundle. The latest version of C3 already supports exporting an Android App Bundle, and this will roll out to all users in the next week or two.

    It doesn't make any significant difference to the optimization of your app, though. So either way, you can just ignore the warning.

  • Uhh, good point. I guess you'd have to do USB debugging instead on the device. It can be tough to get all the information we need to be able to diagnose issues, but it's hard to help without it. Anyway let's see how the latest update affects things, it might be that it fixes most of the problems.