Ashley's Forum Posts

  • Yes, please file a new issue or comment on an existing one if it's open.

  • The API only copies files directly in to the project. When you import a sound file in Construct, it uses an audio import dialog to help you transcode any audio files to WebM Opus before copying the files in to the project. I guess you want your audio files to go through that dialog so they get transcoded?

    If you have the same filename with different extensions, C3 groups them together as children of a parent item, but if it's only in one format then it shows it normally.

  • See the tutorial delta-time and framerate independence. If you make a framerate-independent game by correctly using delta-time, it will run at the same speed regardless of the display refresh rate.

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  • The removal of deprecated export options has no bearing on the support for the rest of Construct 2.

  • I've asked for clarification but it sounds like some device's GPU drivers are slow, and WebView uses a different rendering approach that runs in to the slowness where the browser doesn't. This isn't the same as saying the webview will always be slower.

    AFAIK Chrome Custom Tabs show unavoidable browser UI, and you can already publish PWAs (web apps), but they don't appear in the Play Store.

    If there were better workarounds we'd look in to them. As far as I can tell though there aren't any which don't have even worse tradeoffs.

  • I guess it's initialising the engine. I've never seen it taking that long. By now we wouldn't make any changes other than for the C3 runtime though.

  • By far the best way to investigate this is reproduce it in a minimal public project that you're willing to share. You can just fill a project with dummy content so there's no need to share your artwork or anything. Otherwise we run in to all sorts of roadblocks - e.g. I don't think we can debug release APKs, and even if we could, the whole game is compiled with deliberate reverse-engineering protections (because people want them) making it a lot harder to figure out what's going on.

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  • It looks like you're using an old C2 release, because the exported project still uses AppCache, which we removed in June. Is it better with the latest version?

  • I've no idea how it could take that long. Are you loading a huge amount of images on the first layout or something?

    If you want engine-level improvements to this, we've done a lot of work to improve both loading times and memory management in the new C3 runtime, so you'd have to update for that.

  • Problem is, there are some conditions on which the API calls are executed, like gameover.

    This still doesn't make sense - it's not a reason you can't use dependencies.

  • - that appears to be an unrelated issue, please file a bug report following all the guidelines to pursue that further.

    at09 - normally Google are more helpful; I've posted a comment to try to get a more detailed explanation. However you really are late to the party here - we've been through this, repeatedly, and at length, in the past already, and as best as we're aware, the majority of Android devices are working fine and we get relatively few complaints about it, especially with the latest fixes (e.g. this issue which got fixed for Chromium 67). In short, all the other workarounds were unreliable hacks, and even if the webview is slower, it's still better. The other "workarounds" were plagued by terrible issues: major features entirely missing; showstopper bugs like memory leaks or crashes that never got fixed; Crosswalk bloated the APK size by 17mb which a lot of people complained about; relying on third-parties who can shut down at any time; non-compliant features that complicate the codebase and significantly slow down development; limited features seriously impeding our ability to write and support new features; etc. etc. Even if webview isn't as fast, I am seriously glad to see the back of all those "workarounds". Slow and working is still better than fast and broken.

    The issue is frequently muddied by a range of other problems such as:

    - people disabling software updates and getting a slow, out-of-date system webview

    - buggy graphics drivers forcing software rendering (the alternative being crashes or game-ruining glitches, caused by the poor native tech, not the web tech)

    - inefficiently designed games e.g. consuming all the device's fillrate, then blaming the engine/device/browser

    - issues which only reproduce on some devices for some people, while other people with the same device cannot reproduce it

    - issues on devices which are too old to be supported by the vendor any more, so no updates are possible

    - lack of public data on the support of WebView vs. browser, making it difficult to objectively measure the extent of such issues

    In short it's very difficult to investigate, or even to get to the point where the cause of a problem is definitively known. It's still the best option for the long-term though: as mentioned any other option raises problems so much worse that they're hardly worth considering. We need to focus on getting the WebView to work as well as possible, since it's the only reasonable option.

  • Which version of Construct 3 are you using? If you press F12 to open the browser console were there any errors logged? If you reload C3 and try again does it work?

  • This is the Construct 2 bugs forum, it's the wrong place for Construct 3 issues. Please file such issues here following all the guidelines to ensure we can help.

  • The answer is actually pretty complicated: different behaviors update at different times, both before and after events run, both before and after relative to other behaviors and plugins, depending on the specific plugin or behavior. I also think it's something games should avoid deliberately depending on, since it's implicit and inconsistent across addons.