Ashley's Forum Posts

  • Construct's desktop exports use NW.js, which is based on the Chromium browser engine. So they're probably files used by Chromium.

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  • It won't work in the C3 runtime either, because ret is not defined. So, sorry, that won't work at all.

    It's a trivial change - we've done it for all the official addons and I don't think it's really a big part of porting an addon.

  • Also posting in the suggestion platform seems pointless. That place looks abandoned.

    I look at it daily.

  • valerypopoff - in the C3 runtime use this._runtime.GetAssetManager().GetProjectFileUrl().

  • It's an expression, so use the System "compare values" condition.

  • I'm afraid somewhere along the line the email addresses for Chrystian Sales, Huemerson Leonardo Garcia and HenriPK have gone missing on POEditor. Please email me at ashleyuyf@scirra.com and I will arrange for your reward!

  • The Portuguese (BR) translation has now been fully reviewed and we have shipped it enabled by default as of the latest r109 release. Thank you and well done to everyone who has helped contribute! The following contributors qualify for rewards:

    • nemezes - 2 years subscription (2952 contributions)
    • Kross - 2 years subscription (2157 contributions)
    • Chrystian Sales - 1 year subscription (1462 contributions)
    • Huemerson Leonardo Garcia - 1 year subscription (1108 contributions)
    • HenriPK - 6 months subscription (668 contributions)

    We'll be getting in touch with these contributors shortly. Please note contribution counts are calculated using numbers prior to a vandalism event, plus the number of subsequent contributions. If you think we have missed something please let me know and I will review your contributions.

    Don't forget since we issue regular updates to Construct 3, there will occasionally be new strings to be translated, or changes to existing strings. However in the past these have been around 10-20 strings per release, so it should be easy to keep up with. We issue translator notifications when we update the terms.

  • The Browser plugin has a language expression.

  • See the tutorial on delta-time and framerate independence. It covers this exact problem.

    Note the built-in behaviors automatically handle varying framerates so you don't need to use dt with them.

  • It's never been officially supported, because it's almost impossible to get right. There are way too many difficult edge cases where objects move in to a tightly constrained spot and there's no way to avoid wedging them inside a solid or doing something else that the engine typically disallows.

    Anyway this only affects games that use multiple players, and then by far the most reliable thing to do is to simply allow them to overlap each other. This also completely avoids difficult gameplay problems such as one player managing to block the other player so it's impossible for them to move, or both players accidentally getting in to a position where they are both together permanently stuck.

  • Closing, please see the bug report requirements otherwise we cannot help you.

  • The movement behaviors aren't designed to work with the solid behavior added as well. It can result in awkward situations like objects crushed by other ones with no room to move in to, which activates a "get me out of here" routine that moves it to the nearest clear space. I'm not sure how this could be improved or entirely prevented. I'd prefer to leave it as an unsupported case.

  • The term 'ConnectionProtocol' does not appear to be anywhere in our own code. It sounds like you're using a third-party addon. Please report any such issues to the addon developer.

  • Well if it's just two variables this is easy to deal with. In the C2 runtime it's very simple - I just deleted those cached variables and make SDK calls every time they're needed so they'll update correctly. This is done for the next release and shouldn't need any code changes to third-party addons, the official plugin will just update automatically.

    In the C3 runtime it's a bit more complicated because it can run in a web worker in a different context to the Instant Games SDK, so it does need to cache the variables. To allow them to be changed I've added some methods to the official Instant Games plugin so callers can change the variables. I'm not sure if anyone's plugin supports the C3 runtime yet, but in case you need it, the relevant calls are:

    // Must check plugin used in project
    if (C3.Plugins.InstantGames)
    {
    	const igPlugin = this._runtime.GetPluginManager().GetPluginByConstructorFunction(C3.Plugins.InstantGames);
    	const igInst = igPlugin.GetSingleGlobalInstance().GetSdkInstance();
    	
    	igInst.SetContextId("...");
    	igInst.SetContextType("...");
    }