Ashley's Forum Posts

  • Yes - offline support works identically in C2 and C3.

  • As far as I can tell, with the latest releases (which have a new spritesheet size property letting you customise memory vs. performance as well as several other optimisations), C3 projects have around the same memory use as C2 projects. I think I even verified this with a project you sent me!

  • I think this only refers to the Xbox Live service, not support for UWP apps.

  • The limit is imposed by the browser. Firefox has a 1MB limit before truncating the JSON file and throws an improper termination error.

    No, this is not the case. Firefox has no such limit. Chrome has no limit either.

  • Most browsers impose a quota based on a fraction of the available disk space. Construct 3 can tell you this in the About dialog - for example on my system it's got a quota of 31 GB. It will vary depending on the device though.

  • I can't convey enough what a huge gulf there is between a simple experiment that looks like it works, and production-grade software that scales to real games in a range of real cases. Sure, you can upload a texture every frame, but this nukes performance on some devices (especially low-end Android). It's similar to the text-object-changing-every-frame performance hit that some people run in to, which uses a similar approach of texture uploads - however animated SVGs are likely to be significantly worse, since they would likely be used with many more instances and at larger sizes. Synchronous texture uploads can also jank the game; asynchronous ones have complex scheduling issues and can introduce a visible delay. Simply dumping everything in to a texture per-instance will end up using a colossal amount of memory if you have lots of instances showing differently - probably enough to crash the game on some devices.

    When I say it would be very difficult, it's not a question of "can it be done?" - as with most things it's easy to whip up a basic demo that shows something working. The real question is "will it work well once scaled up to the demanding requirements of real-world games?"

  • All HTML5 games exported from Construct work offline.

  • iOS doesn't support WebM video. You have to provide a .mp4 alternative.

  • Ashley If SVG would be off-canvas, couldn't we get around layering with z-index?

    No. It's a different element so can only appear above or below the WebGL canvas. Only things actually rendered in WebGL can appear layered between sprites.

    ctx.drawImage should support drawing an SVG in the canvas.

    That's the canvas 2D context, not the WebGL context. The workaround is to upload that canvas to a WebGL texture, which is the rasterize-to-texture approach I mentioned previously.

  • There are a lot of very difficult technical challenges with this, especially if you think SVG animation should be included. SVG can't be directly rendered in WebGL, so the two options are to float an element like form controls, or rasterize them to a bitmap and render as a normal texture (which is what the current animation editor SVG import does - it's not real SVG support). Each alternative has severe trade-offs. For example off the top of my head: floating an SVG element cannot layer with anything else in the game (since it's all rendered in a WebGL canvas below it), nor can it use shader effects. Meanwhile rasterizing to a texture has significant impact to performance and memory, may alter the image quality, and seems so difficult to support animation I think we would simply have to rule it out. There would likely be lots of other difficult issues (including workflow issues in the editor).

    Meanwhile according to the suggestions platform it's not actually that popular! Add your votes if you think it's important - but votes won't solve any of those technical tradeoffs...

  • Build services are expensive to develop, maintain and run. We have no plans to offer it as a free service in any capacity - this is unlikely to ever be economical. Despite this, as noted, the build service and the full version of C3 are still cheaper than a PhoneGap Build subscription alone. If you are desperate for a free option, there's the Cordova CLI.

  • Please contact supporthnf@scirra.com if you have issues with purchases.

  • It seems they were unable to monetise a build service. I'm not sure what that has to do about the fate of HTML5.

  • I'll repeat the advice we've been giving for the past year or two now: These are our recommended options for publishing Cordova apps from C2.

    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.)
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  • You should check the beta releases - I think we fixed that in r135.2.