Ashley's Recent Forum Activity

  • You can use the web export and publish it to the Microsoft Store using PWABuilder. That's what we did for Construct 3 itself.

  • If your game works on iOS 14 but does not work on iOS 15, it is a strong sign that Apple have broken something in iOS, and that Apple will need to fix it. If Construct was broken, it would not have worked on iOS 14 either, so that suggests Construct's code is correct and Apple have broken something in iOS 15. I do not believe there are any intentional changes in iOS 15 that we need to correct for either. You may find it quickest to report such issues directly to Apple, as if the problem is iOS, all we can do if you report it to us is to file another report with Apple. If despite this you still think there is a problem with Construct, you will need to file an issue following all the guidelines, as it's impossible to investigate problems without that information.

  • Again apologies for the inconvenience, but in future in case the build server is not accessible for any reason, note you can also do manual offline builds using the Cordova CLI as described in this tutorial. The process does not use the build server at all. So if you have any time-critical work, you should still be able to export and build that way instead.

  • We will not implement features just because you can't change the server configuration. The right way to do this is to get the server to do it.

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  • You can configure web servers to automatically compress all the files it serves with gzip. Many servers do it by default.

  • Make sure you set up automatic backups in Construct's settings.

  • As the manual section states, either use JavaScript Modules, or use globalThis to explicitly refer to globals. There are also lots of scripting examples that come with Construct.

  • As I've stated before, I'm afraid we don't currently offer rewards for continued maintenance. I am also not even sure how we could design such a system that would not be abused. If we offered rewards for changing existing translations, for example, it would incentivize people to just make lots of pointless changes and claim rewards. We already have had to deal with worse kinds of abuse in the translation system.

    Again repeating what I've said before, I simply cannot be involved in discussions about translation quality, especially as I don't speak a word of the language. However I will emphasize that good quality translations must be done in collaboration with the community. A good translator will listen to feedback and make any necessary changes. If a translator insists on their own translations against the wishes of the wider community, not only does that result in poor quality work, it could be considered abuse and result in a ban.

  • The NW.js object is just a wrapper around the NW.js JavaScript API. So there's no point in the Construct object providing a script interface for it. You can just call the NW.js JavaScript APIs directly.

  • If your game's performance is bottlenecked on GPU work, then using high quality fullscreen mode will require even more GPU work, and so possibly slow down the game. For games bottlenecked on GPU work, that's not a bug, it's just your game design reaching the limits of the hardware.

  • If the MIME types were causing a problem, the game would probably never work, or at least be broken in a consistent way, so I doubt it's that.

    When something goes wrong press F12 and check the browser console for error details.

  • HTML5 canvas refers to the <canvas> element. The entire game draws in to one. Canvases can have either a WebGL context (what Construct uses), or a 2D context. If you want a 2D canvas context, you have to create your own canvas.

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Ashley

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