Ashley's Forum Posts

  • Very frequently the problem people have is they have misconfigured something, and then blame the plugin or Construct. We regularly help people get it working again by making sure they've done things like use the right IDs in the right places.

    There have been some bugs which really were in Construct. We do work hard to make sure these are resolved. However some issues are particularly difficult - the issue you linked to is tagged "difficult", but it also looks like it only happens in a specific set of circumstances, so it should not block other uses of the feature. We are a tiny team dealing with thousands of bug reports; please be patient, sometimes we need a bit more time to sort the thornier issues out.

  • NW.js only supports open media codecs like WebM VP8/VP9 or Ogg Theora. You will need to transcode your video in to one of these formats. This is not a bug and is actually explained in the manual.

  • See the note on the latest stable release which recommends the following three options:

    1. Use C3's mobile app build service to build C2 exports.
    2. Use an actively supported third-party build service like PhoneGap Build.
    3. Use the Cordova CLI. This is a free manual build tool that works offline. (This option is more appropriate for advanced users.)
  • See the note on the latest stable release which recommends the following three options:

    1. Use C3's mobile app build service to build C2 exports.
    2. Use an actively supported third-party build service like PhoneGap Build.
    3. Use the Cordova CLI. This is a free manual build tool that works offline. (This option is more appropriate for advanced users.)
  • We don't have the resources to integrate all possible third-party services. The other companies they mentioned are bigger and it's probably much easier for them to justify the developer time, but we're a tiny company and just can't afford to do that. To work around this problem, we have created a third-party addon SDK for other developers to intergate their services themselves. The Spine developers should use this. What they said about performance isn't right and looks like a way for them to try to get us to do their work for them - unfortunately we just cannot do that. Meanwhile Spriter have used our SDK to write their own integration and we got positive feedback from the developer, so I think we have everything set up well and with the full performance capabilities of the engine. We worked with Spriter to fill in any gaps in the SDK to ensure everything works well (although there are still some nice-to-have requests we have on our todo list); I am prepared to do the same with the Spine developers to fill any gaps and ensure they can implement a fully capable integration, but we cannot do it all for them. So long as there is no Spine integration I would recommend to use Spriter instead.

  • I can't comment without an example project to look at. Otherwise all I can say is: I guess that shouldn't happen.

  • Why not just try it and compare?

    It means you only need to do an export over local files instead of having to upload to Facebook and publish, which should be quicker. Note you should still use the Instant Games export, not the HTML5 export.

  • Fengist - I think you missed the bit where I wrote this:

    ...I'm just trying to find a way of doing it that doesn't oblige us to do a lot of wrapping around low-level JavaScript APIs. Construct is generally much more high-level than that, for example giving you Sprite objects, not just an OpenGL vertex buffer to fill out.

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  • BTW let me know if you do file an issue - I'd be happy to follow it and explain any Construct-specific details that come up (if any).

  • I think this idea in general is fairly close to something workable, but I'm just trying to find a way of doing it that doesn't oblige us to do a lot of wrapping around low-level JavaScript APIs. Construct is generally much more high-level than that, for example giving you Sprite objects, not just an OpenGL vertex buffer to fill out.

  • Couldn't you do this mapping in events? Kinda of how you map strings to function you can map dom element events to c3 functions. You would just need a bit more information such as the element ID and the event you want to map?

    How would you access event parameters like the button or key that was clicked/pressed? I wouldn't want to have to try to cover every kind of possible event and event parameter that exists in JS, that's a lot of work just reimplementing what JavaScript already does.

  • I'm not convinced it's a good idea to have "solved" tags. If someone asks a question, gets a bad answer, and then marks it "solved", that would discourage anyone else coming along and offering an alternative - and possibly better - answer.

  • Check for an error in the browser console. Also some emulators are buggy and broken - try testing on a real device, it may actually work there.

  • But isn´t iframe a weird approach for this? How would you create something like this?

    [/img]

    Well, I was thinking you'd generate a string of HTML representing that layout, and set that in the iframe. I'm not sure why you were talking about making a whole website.

    Inevitably with either an iframe or a HTML element you will need JavaScript to be able to link events to DOM elements. Given your example, presumably you'd want some kind of capability like attaching a click event to an <a> element inside a <div> representing the third column of the fourth row, and have an event that triggers from that. It's not clear to me how that could be solved in events alone - you could use <a onclick="...">Link</a>, but what would you put in the onclick? And by that point you're writing JavaScript anyway. This makes me think the JavaScript feature is probably a more appropriate place to address this. You can use the standard DOM APIs to find elements, use elem.addEventListener("click", callback), use the callback to call event functions, and so on.

  • The games run smoothly on the mobile phone app and the desktop version as well. The lag only appears when it is hosted on a test server on Facebook development servers.

    This is pretty good evidence the issue is with the Facebook Instant Games platform and not Construct. That means there's not much we can do about it if you report it to us. You can report issues directly to Facebook here: https://developers.facebook.com/support/bugs/