Ashley's Recent Forum Activity

  • They should focus on optimization, because that's the biggest drawback of Construct 3. Similar graphics and functions running in Unity will be much more efficient than Construct.

    We've done a great deal of work on optimizing Construct already, including writing an entire new renderer based on the latest WebGPU graphics technology and taking advantage of the improvements it made possible. 2D content often uses a lot of transparency which generally means back-to-front rendering is necessary, and then the performance you get with that usually depends on the capabilities of the graphics hardware rather than anything the engine does. If you have specific benchmarks I could try out I'd be happy to investigate - there may be more we can do, or there may be some performance pitfall we missed.

  • Unfortunately it's quite a common problem that the latest graphics drivers are still buggy. You could try exporting with WebGPU disabled in Project Properties (Advanced section) to see if that helps. If it does it would be useful to know the system details of the laptops that have problems, in particular what GPU chip they have.

  • It doesn't always break the code - it depends on your code. It's not possible to automatically solve this, which is why you have to adjust the way you write your code, as the guide describes.

  • Graphic glitches are commonly caused by system issues like broken graphics drivers rather than being anything to do with Construct. Try installing the latest graphics drivers, or install any available system software updates.

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  • Most authentication services don't provide an email address for privacy reasons. You would probably have to ask the user to enter their email address separately.

  • Simple minify should always be safe to use. If you want to use advanced minify, see the guide Exporting with advanced minification for the kinds of code changes you might need to make.

  • Thanks for checking - based on this:

    So I uploaded a new build with that option - XBox controller works but the overlay doesn't.

    ...it sounds like gamepads do actually work when specifying "allow-host-input-processing": false providing Steam Input is configured appropriately. So you can work around gamepads not working, at the cost of not having the Steam overlay work until the WebView2 issue is fixed.

    The "allow-host-input-processing": false should have no impact on any Steam features other than the overlay. All other features like achievements should still work.

  • It looks like a bug. It's best to report such things to the issue tracker following the guidelines.

  • In the past cases of "400 Bad Request" are due to buggy browser extensions, VPNs, or security software, that interfere with the network requests the browser is making, and ends up making them invalid. In particular the error beginning "YIkPfp2E9gyQ09dk_yNy9scwlvKH58Ft..." does not look like a request Construct would normally make. So I would guess this is not actually a problem with Construct.

    If you disable browser extensions/VPNs/security software, you may need to also clear your browser cache afterwards to allow it to start over properly - otherwise it may still be getting error responses from the cache.

  • Yes, large tilemaps are optimized: the tilemap is internally split in to chunks and only nearby chunks are processed for both rendering and collision detection. You could make a test project to check the performance.

  • I tried registering and allocating an app ID, but the Steam SDK fails to initialize, presumably because it's not published yet. I don't want to have a public storefront app just for testing purposes, and I doubt something like an empty "Scirra test app" would be approved for such a purpose anyway, so it seems like we're stuck without a good way to test this ourselves at the moment. I've asked Valve for advice on how to better test this.

  • I just want to mention Valve got back to me about gamepad input - see this post.

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Ashley

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