Ashley's Forum Posts

  • According to Apple's stats, 93% of all devices are using iOS 12+. By July 2021 iOS 14 will have been out for some time, so that number will have increased even more. I'd also add that the C3 runtime could have supported iOS 11 if there weren't such terrible iOS bugs in that version, so our inability to support that version of iOS is actually Apple's fault. Anyway with such broad support already and the fact it's only increasing, it's hard for us as a small team to justify keeping around tens of thousands of lines of ancient code just for a small and shrinking percentage of devices. I don't see why publishing a game to "only" 95%+ of devices is a problem; you'll never reach exactly 100% so you have to draw the line somewhere, and this seems reasonable.

    For Android, StatCounter have more up-to-date stats and they show Androd 5-6 support is at 17% and falling. As far as we are aware C3 games still run fine on the vast majority of these devices. They only need to have had a software update any time in the past ~3 years. There are various issues with Android having out-of-date software, buggy drivers, or other misconfiguration problems - this has always been the case, and in some cases they also stop C2 games running too. It's mainly because Android is kind of a mess, especially in the old versions. Again it's the same kind of story: these numbers are falling and will inevitably become irrelevant. Even if you published only for Android 7+ (which shouldn't be necessary), you'd still be covering over 80% of devices. There will always have been and always will be bugs and issues to deal with - once again we can't justify keeping around a huge amount of old code just because a small and shrinking number of old Android devices are misconfigured. Even if you set a fairly high minimum version, you can still cover the vast majority of all devices.

  • Neither of those settings affects the speed objects move at.

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    The editor also tells you itself in several places you can get more events by logging in when using the free edition.

  • Well, the problem is you're assigning a number where it expects a string, which is breaking it. Make sure you convert the tickcount to a string and it should work. It looks like it's not reporting the error correctly though.

    You can file bugs here: https://github.com/Scirra/Construct-3-bugs - it would be useful to post this there so it's not lost on the forum.

  • It looks like it might be a bug. Can you post your project?

  • The very first thing to do is: press F12 and look for an error message in the browser console.

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  • Most fractional calculations in computers are imprecise like this. It's literally the CPU circuitry that does this, so all software on all computers is affected.

    Does it matter? You're talking about a difference of 0.000004 pixels, which is far too small to be visible.

  • You should share projects, not videos. All I can do with a video is watch it, shrug, and say that shouldn't happen.

    It's a common mistake, so without any further evidence I can only assume it is a mistake in your project and it is doing something framerate-dependent by accident. You can still make behaviors work framerate dependently if you create incorrect events, like setting a speed to 500 * dt, which basically breaks it, since it makes a framerate-independent value become framerate-dependent.

  • I tried the APKs you sent and both ran perfectly smoothly on a Pixel 3.

    This is exactly what I expected. There's no need for these hacks any more with modern devices, they generally work just fine. In particular Crosswalk may well be slower - it was deprecated years ago so it's a years out-of-date browser engine missing loads of optimisations in modern browser engines, and it bloats the APK.

  • You've probably made framerate-dependent movement. See the tutorial delta-time and framerate independence.

  • You can use a folder-based project with source control tools like SVN. This tutorial explains how it works - it's written for C2 but it applies to C3 as well if you use its local folder saves.

  • It shouldn't be, the C2 project importer is pretty well tested by now. You should be able to import and preview a C2 project with the free edition to see how it works. You should also switch the project to the C3 runtime if you can. If anything goes wrong let me know, I'd be happy to take a look and see if anything is preventing a successful import.

  • It's probably the layout-by-layout memory management. See this manual guide on memory usage for details. Basically it's loading all the images used on the next layout. Usually it's fast, but if you have loads of images and animation frames, it can be a lot of content.

    The system memory management actions provide more control over this, such as letting you pre-load the next layout. However you should use these with care, since you can end up with two entire layouts loaded in to memory at once, which may spike the memory usage high enough to crash some devices as they run out of memory. You can do other techniques like switching to a loading screen to preload the next layout to avoid this.

  • According to this Chrome issue, it is mainly due to Android devices not supporting low latency playback, or being misconfigured and the device indicating it does not support it when it can. It looks like a difficult issue to resolve, since it's hard to tell between a device that is misconfigured and says it doesn't support low latency audio when it really does, and a device that is correctly configured and truly doesn't support low latency audio.

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    After 9 years, we're sunsetting Construct 2. It will be taken off sale in July 2020, and fully retired in July 2021.

    Note that this also means Construct 2 is now only being maintained with essential bug fixes and compatibility updates. Minor or non-essential reports will no longer be investigated. Only major issues causing a significant impact to the ability to use important features of Construct 2 will be supported at this time.

    We recommend upgrading to Construct 3 for continued active support and maintenance as well as loads more features and capabilities. For more information see the blog post Sunsetting Construct 2.