Ashley's Forum Posts

  • 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).

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  • 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.

  • 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.

  • Are you sure this did not reproduce in r265? There have been no changes to the editor since then...

  • The desktop download version of Construct 3 lets you test NW.js features in preview mode, because it also runs in NW.js.

  • It's built in.

  • The text wrapping engine collapses whitespace at the end of a line, because for normal text layout you generally don't want that to affect text wrapping. You can work around it by adding non-whitespace characters set to the background color, so they are rendered but don't visibly appear. E.g. [background=#00ff00]Text[color=#00ff00]____[/color][/background]

    Since the ____ bit is green text on a green background, it isn't visible, but always occupies space.

  • Please follow the bug report guidelines for posting in the Bugs forum otherwise we cannot help.

  • Please follow the bug report guidelines otherwise we cannot help.

  • The game should always be able to start up no matter how things are set up, so please file a bug.

  • Please file a bug report following all the guidelines otherwise this cannot be investigated.

  • [background=#000000]& nbsp; change background color & nbsp;[/background]

    Is this what you meant though?

    No. BBCode does not understand HTML entities like & nbsp; - those are a feature of HTML. You'll need to directly copy and paste in the real character.

  • Hold control and click crop and it doesn't add a 1px border.

  • FYI Construct automatically adds a 1px transparent border around all sprites on a spritesheet. The crop tool by default adds another 1px transparent border. The problem originates in mipmaps used for downscaling. Adding a bit more extra transparent border does not properly solve the problem, it just means it only occurs at slightly smaller downscaling sizes than before. The best way to fix it is to use high quality downscaling mode, which automatically adds the correct padding to ensure the maximum possible downscaling with no quality loss.