Ashley's Forum Posts

  • I don't think it's possible to work out the correct texture co-ordinates to use from GLSL alone. Construct doesn't currently support using additional textures as inputs to shaders. Currently the workaround is to use a sprite positioned exactly on top of another one, and implement the shader as a background-blending effect, combining the foreground and background shaders. It's a bit of a hack but it does work, it's how the normal mapping shader works.

  • Cloud services already let you do that. You can roll back the version of the same file.

  • Cloud storage services like Dropbox usually offer 30 days or so of file history, so you can roll back a file to any time in the past few weeks. So if you set up backups to cloud you can use their rollbacks.

  • Issues should be reported to the bug tracker following all the guidelines otherwise they won't be investigated.

    FWIW I tried the project and it appears to be working just fine.

  • The screenshot shows an Android System Webview that is 3 years out of date. Are you sure you correctly updated it? Does the message change after you have updated it?

    You should start a new thread to continue this discussion since it is not related to the original post.

  • Please only post in English on the forum.

  • Some posts in this thread mix up CPU and GPU performance. Construct with WebGL 2 basically uses native grade OpenGL ES 3, and once it's on the GPU it's hardware-limited. So I think it's fair to say Construct has native-grade GPU rendering performance and capabilities.

    Also, I must point out Construct supports publishing to Xbox One! For some reason most people don't seem to pay that much attention...

  • That screenshot shows a device that has not had its software updated for 3 years. It needs to be updated to work with modern software. Most devices do this by default. If they do not, the instructions shown on that screen will fix it.

    That is also not related to this thread, which is about an issue specific to WebGL 2 (which is probably the original report about a GPU driver bug on Mali devices that is now worked around).

  • The term scriptElt does not occur anywhere in the Construct runtime. So I believe the problem occurs in Facebook's side so should be taken up with them.

  • The project file appears to actually be a Scirra Arcade game export, zipped, and then renamed .capx. This is obviously not a valid Construct project so cannot be opened. You'll need the original project. If something has gone wrong, restore a backup; if you don't have a backup, you just learned the hard way why you need to keep backups.

  • It's possible, but Construct's spritesheeting algorithm is non-deterministic so you don't know ahead of time which images are on the spritesheet. However you can simply set the texture and draw it via its texture co-ordinates for a different image; if it happens to be on the same texture Construct will batch it in to the same draw, otherwise it will switch texture.

    Still it's a weird question and asking the user to enter UVs is definitely not the type of thing you should be doing, especially since spritesheets can be completely rearranged at the drop of a hat, so any user-inputted UVs will quickly become invalid. As ever, it's best to explain what your overall goal is, rather than the specific details of a particular approach that might not be the right one.

  • As I mentioned, in most cases performance should be just fine on modern devices. If they are not you can report it as an issue to the relevant company (e.g. if you have issues with Android performance, file it as a Chromium bug at crbug.com and if it's a well written report usually some Google engineers will take a look relatively quickly).

  • I've added a condition to check if 'switch game' is supported for the next release. In the mean time I think you can just avoid using it when on iOS.

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  • Canvas+ caused more problems than it solved: it had no support for a whole range of major features in Construct, and also (at least in the past) introduced new bugs no other browsers had that could ruin games. This is no surprise, because the project amounted to implementing a significant fraction of a modern browser engine, which is normally such a huge amount of work that it is only taken on by corporations with hundreds of developers.

    Accordingly our approach since 2015 has been to focus on supporting real browser engines, which are more stable and support the full range of Construct's features. In most cases performance should be just fine on modern devices. If they are not you can report it as an issue to the relevant company (e.g. if you have issues with Android performance, file it as a Chromium bug at crbug.com and if it's a well written report usually some Google engineers will take a look relatively quickly).

  • As discussed in the C3 runtime blog post the new runtime relies on modern browser features. The minimum support could have been iOS 11, but due to severe bugs in Safari that are fixed in iOS 12, we decided to set the minimum version to iOS 12 by default instead. According to Apple's data, this covers 80% of all devices, and 83% of devices released in the last 4 years, so it already covers the vast majority of devices and as ever that is always increasing. We don't want to increase the minimum requirements any further, but we may do so in the long term if supporting older versions is either infeasible, or they have reduced to negligible market share.

    Off the top of my head I think the iOS 11 bugs prevented Opus audio playback and Pathfinding from working. If you test carefully and everything works OK for your project, you may be able to release for iOS 11 as well, but I cannot make any guarantees.