Ashley's Forum Posts

  • A device with default settings should auto-update the installed system webview (or Chrome browser) and then the error won't appear. Even old devices like Android 8 can still run Construct projects fine so long as the software has auto-updated at some point in the last 4 years or so. If the device is brand new or has been factory reset and you immediately test a Construct app, it's possible it hasn't got round to auto-updating the device's software yet, but it should work as soon as it gets to update from the Play store or equivalent.

  • As long as the project keeps working as expected, console error messages don't necessarily matter. For example it's possible the peer disconnected due to a timeout or connection error, in which case Construct logs the error to the console as a diagnostic in case it's useful, but otherwise it is a normal disconnection scenario.

  • If you create an object that is not placed on the layout, Construct loads its textures on the fly, and that can take a moment on low end devices. In that case the 'Create object' action is effectively asynchronous and you won't be able to immediately paste the object to a canvas, because the object hasn't loaded its textures yet, and so cannot draw itself.

    The easiest solution is to place the object on the layout, and destroy it on startup. Then Construct pre-loads its images when the layout starts. (See Memory usage in the manual.)

    Otherwise you can use the system memory management actions, e.g. the 'Load object images' action, before creating the object. Something like Load object images, wait for previous actions to complete, and then 'Create object' for the same object, will then ensure it is ready before creating and so it should be able to paste to a canvas straight away too.

    (FWIW Construct 2 loaded objects synchronously, and that could jank the game. Construct 3's approach ensures a smooth framerate and better performance loading lots of objects. This is not 100% compatible with C2 projects though and so is a documented compatibility issue moving from C2 to C3.)

  • The signalling server does not transmit any gameplay data. It only helps establish peer-to-peer connections between players. Therefore the connection quality of the signalling server will not affect lag in a multiplayer game and changing the signalling server won't affect it either. This is explained in more detail in Multiplayer tutorial part 1: Concepts.

  • The First-person platformer example sounds like it covers that.

  • There are three problems in addon.json: the first two are the website and documentation fields are left empty, but they are required; the third is that the category is set to "visual", but that is not one of the valid category options.

    Use an editor like VS Code that understands the JSON schema - it provides validation for all these requirements, and all three are highlighted as problems when editing your addon.json file.

  • You should use 'Wait for previous actions to complete', not 'Wait 0 seconds', as you want to make sure the previous actions have actually finished. If you wait for any fixed amount of time, there is still no guarantee the previous actions have actually finished.

    Construct 2 did not have any official Drawing Canvas plugin - that was only introduced in Construct 3. If you were using a different third-party plugin then please note it's not something we're responsible for.

  • Thanks for sharing the project file - I was able to identify it is indeed a regression from the r426 release due to a spritesheeting optimization (originally stemming from issue 8427). I've come up with a fix and we will probably do another stable release patch for this as it's a regression since the last stable release, but I think that would not be out until next week at this point. In the mean time hopefully you are OK continuing to work in the previous stable release r424.2.

  • Anyway this is what was happening in my project, where I happened to have a notes file that started with a "!"

    It's easy to test a script file with a "!" in the name in a new project, and it does indeed to cause an error. I filed this issue about that.

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  • It's difficult to provide any help from just a video. If you file an issue following all the guidelines, or at least share a project file demonstrating the problem, it may be possible to help.

  • It looks like you also already posted this here, where I already responded. As per the Forum & Community guidelines please don't cross-post like that - it's already fragmented the conversation.

  • Do you mean peer IDs? Those are short strings of random characters (not a number).

    The signalling server only guarantees that peer IDs are unique for everyone currently connected to the server. An ID may well be re-used for someone else in future after they disconnect from the signalling server. As actual data connections are peer-to-peer and those can run without a connection to the signalling server, it's also possible there are two active peers with the same peer ID. The likelihood of that is based on the length of IDs as that is how many possible combinations there are; currently the signalling server uses four characters which isn't that many (1-2 million combinations, so not enough to rule out collisions).

  • If you run in to a problem please file an issue following all the guidelines, as we need all that information to be able to help. Notably that includes a project file demonstrating the issue which this post doesn't appear to include, and without it there's little we can do.

  • It's difficult to help from just scattered internet reports - often these combine multiple separate issues, and in fact your linked thread claims the issue is resolved in iOS 17.1 in the last post, so if it still happens in newer iOS versions, either that thread is talking about some other issue, or the information is incorrect.

    I've been doing this a long time and it's generally not possible to help without clearer information, so if you'd like us to properly investigate this, please file an issue following all the guidelines, which ensures we have everything we need to be able to help.

  • I've never heard of that problem and it's difficult to help without knowing why it's happening. Would you be able to share a project that demonstrates the problem happening?