Ashley's Recent Forum Activity

  • I don't want to re-explain the entire situation, but I do want to point out a major motivation for this was that SDK v1 addons were routinely responsible for ruining people's projects, risking wasting the work of thousands of customer's projects that in some cases they had worked for years on. We provided well over a year for addon developers to update their addons, including providing documentation covering the porting process, and making a range of changes and updates to SDK v2, including implementing a range of feature requests. We also created the LTS release channel in part to help with this process: you can still use SDK v1 addons in the r449.x LTS releases which are officially supported up until the end of next year.

    This is not a decision we took lightly but it is essential for the future reliability of Construct and for customers to be able to trust the addons they install, and I'd say that we've actually done a lot of work to try to ease the transition.

  • FWIW, Firefox 145.0.1 has now been released and fixes the bug that was affecting Construct, so if you make sure Firefox is up-to-date it should be working OK again.

  • Well, if you want to preload them on the main menu, then you still download 600KB before the game starts. The only difference is when you download them. If you enable offline support, everything will be downloaded on startup anyway in order to save it for use offline, so in that case it's a moot point.

    Construct doesn't currently have a way to automatically preload all sounds, but I'm not sure if it really needs one. If you want to start the project running sooner before downloading everything, a loader layout is probably a more effective solution, as that can start the project running before all images are downloaded, and usually the project images are the majority of the download size. If your main menu is a single layout, then you can make that the loader layout, so then you can show the menu before the entire project has finished loading.

    Besides these days 600KB is a small amount of data. Loading the Apple homepage is a 10 MB download. Even on cell data, with a half decent connection it'll probably add less than a second to the load time.

  • It'd be nice if people credited Construct as the tool they use in games they publish, especially if they do something like show a "Made with Construct" logo on startup. We don't require that though, nor do we want to require it for paying customers. I understand if people want to focus on the game they're making rather than the tool they used, but if you want to help us out, don't forget to mention the tool!

  • File System doesn't work with full absolute paths, mainly because those aren't supported in browsers. Everything is basically a relative path to a root folder, which is either a known folder, or something the user picked with a dialog. The picker tag "<app>" corresponds to the NWjs.AppFolder expression, so you can use that with a folder path of "Mega/runmega.bat" to refer to the same path.

    On Windows the File System 'Run file' action comes down to a call to CreateProcess. As that is a direct API and not a shell I think that means you don't need to worry about adding extra quotes around the file path - it should just work as there is no ambiguity as the path is passed as its own separate argument, so it should just work even when the path contains spaces (and the documentation does not say anything about having to do anything different for paths with spaces). However if you pass arguments those must still use quoted paths as arguments are normally separated by spaces.

    Another option in case it helps is the 'Run file' action allows leaving the picker tag empty, and then you can pass a system executable like "cmd.exe" in the folder path. So you can do something like 'Run file' with picker tag "", folder path "cmd.exe", arguments "/c ""path\to\batch\file.bat""". But note cmd.exe is specific to Windows.

  • This is one of those times I have to ask: why are you trying to do that?

    Construct doesn't support this because it's a really ugly thing to do - as noted it will sometimes look absolutely horrible, such as on an ultrawide monitor. Even if it only does a slight resize, it will make a mess of your artwork: with linear sampling it will make everything look slightly blurry, and with nearest sampling it will look uneven.

    Construct supports letterbox mode with black bars, which should work fine under basically any circumstances. Pick a common aspect ratio and many people will never see black bars down the sides. If you really want to fill the entire window with different aspect ratios, you can use the scale inner/scale outer modes, but that means adapting the project to handle different aspect ratios.

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  • We don't publish games ourselves, we just build the tool to develop the games with, so it's not something I've personally tried. We use development tools like the Steam Devkit client to test things work but we don't usually use the full publishing flow, because we don't have anything we actually want to publish, and because it's extremely rare that any issues come up only after publishing - the development testing virtually always catches anything wrong.

  • I think you want the layer cssPxToLayer method. There's sample code in the Input event position example.

    Your original code sample includes nonexistent methods. There is no such layout method named _canvasToLayer, nor is runtime.input._setMousePosition a valid method. If you used AI to generate it then it's probably just made all that up and given you broken code, which is a pretty typical result unfortunately.

    Consider using TypeScript which will show an error if you get something like a method name wrong, and autocomplete will list all the available methods. Here's the TypeScript version of the input event position example.

  • Just check 'Preload sounds' in Project Properties, and it does that for you while loading.

  • 1- Since NWjs is deprecated now, does WindowsWebView2 offer the same type of feature to run another .exe file?

    Yes - the File System plugin has a 'Run file' action.

    We've tried every syntax variant of and including the double-quotes around the path "formula" but no matter what we try, it still fails to run the second .exe if it's in a folder or sun folder with a space in the folder name.

    I believe the correct thing to do is to wrap paths with spaces in double-quotes. So if you run Subfolder with spaces/tool.exe /arg1 /arg2, you should wrap the path in double quotes, e.g. "Subfolder with spaces/tool.exe" /arg1 /arg2. This can get pretty tricky when you add in having to escape double-quotes in Construct expressions (or JS/TS). It's particularly tricky if you want to do something like pass a path with spaces as an argument: you need double quotes merely to pass the whole string with spaces as a single argument, but then the application will receive a path with no double quotes which it may or may not handle correctly, so you may also need to add double quotes inside the argument in escaped form. And just to make it a nightmare, the type of shell that interprets the command may have different escaping rules (I'm not sure if on Windows cmd vs Powershell are different - they might be...) But in short adding double quotes should be the solution.

    There's no harm in putting double quotes around a path without spaces in it, so the best thing to do is always put double quotes around the path, and then it should work whether it has spaces or not.

  • I don't see why it shouldn't work. It's something only Valve can answer.

  • Ah, there is indeed a bug (also filed here) where a pinned pane won't actually auto-hide until you stop moving the mouse. That's not what was meant to happen! It should be auto-hiding promptly once you move the mouse off an inactive pane, even if you keep moving the mouse. That's fixed for the next beta, and I think that should resolve the cases where it seems to take longer than expected for pinned panes to auto-hide.

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Ashley

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