Ashley's Forum Posts

  • Symlinks need permissions that other files shouldn't have, so you can't recursively apply the same permissions to an entire OS X NW.js app and get something that works, you will either break the symlinks or make normal files in to symlinks which breaks them.

  • FYI OS X apps are a whole folder with lots of files inside that all need the correct permissions, so simply changing the permission on the .app folder won't fix broken permissions if they were lost in the transfer. There's a number of internal symlinks that need to be preserved, for example. Anyways I'll try to look in to this some more today.

  • I think you might only be able to go to a URL in a new window to open the browser. Otherwise I think you'll need to specifically whitelist every URL or origin you want to be able to navigate to in Cordova.

    Come to think of it, I'm not sure if such apps are actually allowed on the app stores. I think iOS in particular has restrictions on this. If it loads from the web then there's zero guarantee that what the app reviewers see is what will actually be in the app when it's published, so they may block that.

  • I didn't realise there wasn't anywhere visible in the UI to zoom! I've added options to the 'View' menu for the next build. However you can use Ctrl + mousewheel like you can in C2, as well as the + and - keys while holding Ctrl, and Ctrl + 0 to reset.

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    Closing, please only post in English on the forum.

  • I'm not sure I understand. I was answering this:

    Is it possible that my games be able to work like how C3 works using something like service worker?

    This is already the case. C2 and C3 games already work offline using the same service worker the C3 editor uses. Of course making a Cordova app is another alternative to that. If you find a bug with that at any point, please just file a report as usual following all the guidelines.

  • The Greenworks C3 plugin is already implemented, it's just we've had literally no time to test it and release it. I've switched the status back to "planned" until we get round to finishing that.

  • Are you sure you're not accidentally trashing the OS X file permissions on Windows? Your described steps of zipping the app on Windows will cause this, and break the app once transferred to OS X. This is documented here: https://www.scirra.com/tutorials/1276/exporting-desktop-apps-with-node-webkit

    You need to copy the files via the Mac to preserve file permissions.

  • C2 and C3 exported games already work offline. In fact, the C3 editor itself uses the same Service Worker developed for C2 games to run offline, which we recently introduced as the replacement for AppCache.

  • You'd have to ask the site author where the data is sourced from. AFAIK it's international but I don't know in what kind of proportion each country is represented.

  • We're incredibly busy right now. We do have a number of improvements planned, but I can't give an ETA, simply because I don't know when we will be ready.

    To give you an idea how much work there is involved in a product launch, just one item on our todo list is to prepare a 250+ page manual for Construct 3. There's a lot more going on. I wish as much as anyone we could just click our fingers and have everything ready today, but this takes time. The build service as it is today has already been in development for a long time.

  • I am sure there are a number of non-obvious dependency chains, and if they are accidentally set in a circle of dependencies then that cannot be resolved. If you carefully design a game to use the correct attributes on the right kinds of objects as intended then sure, that works, but this is more an issue when you throw in a bunch of objects with various behaviors in a random combination and find there's a tick order dependency somewhere.

  • We have a set of new plugins in development for IAP & ads. It can be incredibly difficult to make fully cross-platform versions though - for example many ad networks only support 2 or 3 platforms, whereas Construct typically supports far more. This is compounded by regular changes to every platform as they change and update their SDKs. It's tough but we are working on new plugins which should be more reliable.

  • According to this data, WebGL is supported on 96% of Chrome for Android devices (which also runs the webview on Android 5.0+).

  • It uses the theme icon color, which can also be altered by the user.