Ashley's Forum Posts

  • The Intel XDK was a third-party service to build APKs, and has now shut down. It's not necessary any more in Construct 3 since you can build an APK from the editor now.

  • You can build an APK directly in Construct 3. Just click the Build button after exporting to Android.

  • It sounds like Cordova is using software rendering for some reason. Are you comparing to the Chrome browser on the same device? What does chrome://gpu say?

  • Construct 3 adds the canvas element from JavaScript. It should work identically to as if the HTML tag were used instead.

  • A dumb question Ashley when you said "Then export with C2 and copy the files over to the Mac" means to run an Construct 2 export to NWJS or a regular Export to HTML5?

    I meant an NW.js export. As a general rule, each export option only works with its intended platform.

  • No, that's just papering over the cracks rather than fixing the actual underlying issue. There is data being received but it's not resetting the kill timer for some reason. And the kill timer is important in case the destroy notification was lost in transit, ensuring it reaches an eventually-correct state rather than piling up zombie objects when packet loss occurs.

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  • 12thmix - C2/C3 already support WebSockets (which all browsers support), but they require a server to connect to. You can already make a multiplayer game if you want, but you have to write the server. WebRTC makes this easier by not using a server, since it works peer-to-peer.

  • Honestly I think the best thing to do is just do everything on the Mac if at all possible. Transferring files to Windows and back without losing special file permissions on the symlinks is difficult - I'm not sure if it's even possible, the two OSs treat symlinks differently.

  • By default you get Crosswalk - a full browser engine - included for Android 4.x compatibility. Set the minimum version to Android 5.0+ and it doesn't include it, resulting in a much smaller APK.

  • It's not possible because sprites are not HTML elements, so cannot be styled with CSS. They're drawn directly in to a canvas instead. You can however use the full range of WebGL shader effects on them.

  • Closing, please file C3 bugs here.

    FWIW I just tried it in r44 and it seemed to work fine for me. If you're running out of disk space it might have run out of quota, so that might be something to check. The About dialog also shows your quota.

  • Edge doesn't support WebRTC DataChannels yet, so it won't work until Microsoft adds support for that.

  • You're right, there doesn't seem to be a good reason for this. I filed a C3 issue to change it.

    I guess it should apply to hidden layers too? If you drag-and-drop or paste instances to a hidden layer, just like with a locked layer you still can't do anything to those instances until you change the layer settings.

  • Right, I think the problem is NW.js 0.22 is actually the first version that started using symlinks, and Windows has no concept of these symlinks at all, so they are completely lost via any way you try to copy the files. That's new and very awkward, since I'm not sure there's anything C2 itself can do to work around it...

    Still, I found a workaround: on the Mac itself, download NW.js directly from https://nwjs.io/downloads/. (You should be able to do this with any version for the OS X export.) Extract the NW.js download on the Mac. It should run because it has preserved the file permissions, since you did everything on the Mac. Then export with C2 and copy the files over to the Mac any way, it doesn't matter how any more. You can open the app folder by right-clicking and selecting "Show Package Contents". Using that, you can open the C2 exported app, and copy the Contents/Resources folder. Then open the NW.js download and delete the Contents/Resources folder, and paste in the one from C2.

    That basically copies the C2 game data in to an ordinary NW.js download. It seems to make a working macOS app for me which runs the game OK. It's a bit of a bigger file since C2 strips out some stuff it doesn't need, like the pnacl stuff. You can delete it yourself by going to a path in the package like Contents/Versions/<version>/nwjs Framework.framework/Internet Plug-Ins and delete the contents of that folder (a .nexe file and pnacl). That should strip ~20mb or so.

  • I just tested C3's export and that works on OS X even with NW.js 0.23. It uses the same set as files as the C2 NW.js export so I'm pretty sure this is still a file permission related issue and not that NW.js itself is broken. I'm not sure what would have changed, but it's pretty difficult to get files from Windows to Mac while preserving permissions since Windows doesn't understand or care about some important file permissions that are needed on OS X. C3 works around it with some byzantine tweaking of the zip format. Not sure what the best solution for C2 is. Maybe we just need to publish a script to run through the whole app folder and set the right permissions where they need to be...