Ashley's Forum Posts

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    You can use the desktop (NW.js) exporter if you have purchased a license.

    Any other methods would be discussing ways to circumvent the license, so closing this thread.

  • If you add a different sized icon, it might use it, it might not. It depends on the circumstances.

    IIRC it takes the size from the filename which needs to be in the format icon-SIZE.png, so it doesn't have to decompress the image to find its size. Obviously that should match the real size of the icon anyway, regardless of that.

  • It's actually surprisingly complicated, because every platform treats icons differently, and often the platform-specific rules are themselves complicated, involve lots of formats and variations, and also change those rules on a regular basis too.

    Where possible, when exporting Construct automatically uses the largest icon in the icons folder as the main icon for your project. It may also use the smaller icons if the platform allows this and they can be automatically specified.

    However the platforms where this can happen and the precise icons that get used are different, and keep changing too. So basically Construct makes a best-effort attempt to use the icons in that folder automatically, but you should check the exported result and update or customise any icons after export if you need to (e.g. in Xcode for iOS).

  • I just tried saving to Dropbox and it worked fine. Also saving has nothing to do with the content of your project - it's essentially uploading a zip - so it would be weird if the contents of that zip had anything to do with the upload process. Try pressing F12 and seeing if there are any extra error messages logged to the console.

  • Browser vendors actually advise to avoid pre-allocation because it can decrease performance. Apparently it impacts the escape analysis optimisations that help speed up garbage collection.

  • There are serious bugs in iOS 11 that break Construct games, so we default to iOS 12+ to avoid those bugs affecting your games. Unfortunately these issues were caused by Apple and they were only fixed with the release of iOS 12, so we have no good workaround to those problems other than to set the minimum supported iOS version to 12+. According to StatCounter this already covers over 90% of devices though, so it doesn't seem like there's much lost in setting that as the minimum supported version.

    It's hard to comment on why the game relaunches without seeing a project that demonstrates the issue. It's possible it's doing something like exceeding the hardware limits of the device and crashing due to running out of memory. There might be more information in Xcode's log.

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  • Press F12 and check the browser console for any errors. I would guess you made a mistake and accidentally corrupted the project, such as by renaming an image file. Also make sure the zip has all the files in the root and not in a subfolder.

  • It should do already. It looks like you're using the Windows Store version, try the NW.js version instead.

  • We don't have a way to render different layers at different resolutions right now. It could be a pretty tricky thing to do as well - currently it just renders the entire game to a small surface and then stretches it up. but if one layer is rendered at a different resolution, how is that supposed to alpha blend or process background effects with a different sized background surface? Other low-res layers on top presumably have to be rendered separately again and then stretched back over the top, all of which takes more GPU bandwidth, and then you'll probably quickly negate any performance benefits of low-quality fullscreen mode - or possibly end up even slower than high-quality fullscreen mode if there's lots of extra surface compositing that needs to be done to handle all of these cases. It's a difficult problem and I'm not clear what a good way to solve it would be. Really we just need a way to draw aliased text to a canvas! But that means requesting a new browser feature. Maybe you could try experimenting with the alpha clamp effect to cut off the low-alpha borders of the text.

    The GPU memory measurement includes the surface it is rendering to, which gets bigger when you maximize the window or use high-quality fullscreen mode. So if it increases a bit when changing those things, that's all it is.

  • It's impossible to help without more details about what you're doing and where you're seeing the error.

  • As far as I'm aware, browsers do not provide any control over this when rendering text to a canvas, I'm afraid.

    BTW changing the fullscreen quality should not have any major impact on GPU memory usage. It doesn't change which textures are loaded. It uses exactly the same memory resources, it just renders them at a different scale.

  • No, I meant the properties of the location object, e.g. location.href. But that won't work in preview or remote preview, because the game is not uploaded anywhere yet. To load project files you should use AssetManager methods, e.g. await runtime.assets.fetchBlob("alien.glb").

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    It works fine for me on Android too.

  • It's the same as the main document, so the usual location object should tell you this. What do you need it for anyway? You don't normally need to specify a full URL.