Ashley's Recent Forum Activity

  • We've worked hard to make Construct performance shine, and it's nice to see that reflected in a microbenchmark. Modern JavaScript JITs are also extremely sophisticated and it's cool to see that they're competitive even with compilers.

    However I'd caution against taking any performance advice from tests like these. As noted often you can get significantly different results by making obscure changes to events. However these changes usually only affect microbenchmarks that are hammering one code path super hard. Real games generally don't do that, so porting microbenchmark-level changes to real games will probably have no effect. So don't look at results like these and think "Wow, I should always use conditional expressions instead of conditions". Most likely you'll just needlessly obscure your events to no performance gain. As ever, with real games the only meaningful approach is to make measurements, and target optimisations at the things you've actually measured are slow, and only keep optimisations that measurably improve things.

  • Use the "Install as app" option in Construct and you can install it locally where it works just like a desktop app.

    I would advise against using the NW.js app - it's only really actually useful if you need to regularly test features of the NW.js plugin. If you don't need to do that, it's the same as you'd get in the browser, but browsers tend to be better tested.

  • IIRc, requesting fullscreen is only supported on iPad. It is not supported on iPhone. This is a limitation of the Safari browser.

  • I don't know what you're really trying to achieve here, since the events look like you're trying to permanently move Sprite2 to the right, but for some reason it tries to ignore input while it's moving, which I don't think actually makes any difference in this case (while it's moving to a tile, input isn't used anyway, it's just waiting for the object to move in to the next tile).

    Since your events stop ignoring movement and then immediately starts moving it again the next tick, you have a one-tick duration before movement restarts, which is framerate dependent.

  • Triggered events can be sub-events. However you are not allowed to have two triggers in the same event branch (e.g. a trigger as a sub-event to another trigger), as that doesn't make sense.

    As I said in my previous post, you just need to drag an event block and move the mouse to the right a little to get it to show the insert mark as indented, which means it will drop it as a sub-event. If Construct doesn't let you do that, it's probably because it would be an invalid event, for example the restriction with triggers.

  • As I noted in that other thread about positioned sound, the audio playback engines are managed by the browser, so issues with the playback engine are out of our control. You most likely should contact the browser vendor directly for any such issues.

  • Please file issues on the bug tracker. Things only mentioned in the forum are easily lost and forgotten, which is part of the reason we have a bug tracker.

  • I thought PWAs hid the back button if you use the standalone display mode. So it's not clear to me what you're actually doing.

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  • It seems positioned audio is to blame. I had the thought, then googled to see if anything came up, and found this C3 bug report.

    That bug report refers only to Chrome and also only appeared to happen with unlimited framerate mode, which you shouldn't be publishing an app with, and also has different consequences to the problem you previously described. So my best guess is that is not related to your problem.

    BTW AsinineGames - unless you describe the particular problem you are having, it's also not clear if you are experiencing the same issue as described in this thread. This often happens with forum threads, where lots of people pile in with their own questions and issues, which are often unrelated, and it becomes so confusing it's impossible to make any progress on the problem. So to all involved, I would advise that you keep focused on the originally described problem, and be thorough in checking what is really relevant or not, otherwise you'll all be going on a wild goose chase and never get anywhere. Again, this is why we have bug report guidelines, to try to avoid wasting time like that.

  • I would avoid speculating on what causes issues until it is proven. Bugs are often very complicated and falsely correlate with irrelevant things.

    Given that, I'm afraid it's not clear what the problem could be. This is pretty much always the case with forum posts that just describe problems, because there's too little evidence to work with. This is exactly the thing our bug report guidelines are aimed at solving, by requiring that you provide enough information that we can actually help, so I would advise to follow those and file an issue accordingly if you think we should investigate this further. However if something works in iOS 14.5 and is broken in iOS 14.6, that is very good evidence that the iOS update broke it, since nothing else has changed. In that case, it's probably better to just get in touch with Apple directly.

  • FWIW I just tried exporting Space Blaster to iOS and running it via Xcode on an iPhone with iOS 14.6. Audio playback worked just fine. So there doesn't seem to be any kind of fundamental issue with audio playback on iOS 14.6, at least as far as I can tell from that test. Xcode did log a message about "Required client entitlement is missing", but it did not seem to affect anything, and all audio playback worked fine regardless. Frankly I don't know what that message means or why it would appear, but it doesn't seem to cause any problem in my test.

  • I'm aware only apple/webkit can fix this bug, but presume you'd have some inkling as to the cause of this

    I'm afraid I have no inkling whatsoever. Apple regularly break things with iOS updates, and they often break in bizarre and unpredictable ways. It's their code which is broken, and I can't predict how or why it's gone wrong.

    I'd expect Scirra to have an existing relationship with iOS support built over the years you've been in operation, and a more efficient way of contacting apple than I have.

    I'm afraid no such relationship exists at all. I'd love to have such a close relationship with Apple. But they are an incredibly opaque company who rarely seem to talk to anyone on the outside at all.

    I shouldn't have to point out that this is potentially affecting all games published on your engine

    It's not yet clear that is actually the case. If only games that are 5 years old are broken, it's possible it was something we already fixed a long time ago, and thus the impact should be pretty limited. If all games are affected, we could potentially have a big problem, but even then what can we do? We can't fix iOS, only Apple can. It's often extremely difficult to find workarounds as we have to rely on sheer guesswork. If you can reproduce the problem in a new Construct 3 project, that would signify a wider problem. If you then share that project I could try testing this further myself, but once again, I can't guarantee that anything can be done until Apple fix the problem.

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Ashley

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