Ashley's Recent Forum Activity

  • Virtually all Construct 2 content using official features should port in to Construct 3 with no problems at all. We've worked hard to ensure there is excellent backwards compatibility right the way back to the earliest versions of Construct 2.

    If you have trouble importing content, usually it's because it depends on third-party addons that were not ported to C3. I'm afraid these addons are the responsibility of their respective developers, so you'll need to contact them for support.

    Remember that any time you rely on third-party developers, you may need them for help and support for years to come. You may wish to research reliable third-party developers who are willing to provide long-term support - and note since that involves potentially a lot of work over time, you may need to pay them for that.

  • HTML5 games should still run offline in an Android WebView. AFAIK it still supports all the necessary features for offline support to work.

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  • I had these questions beforehand so that I can learn how I use the eventing system efficiently so that I will not need to rewrite later.

    Even experienced engineers find it difficult to predict where performance bottlenecks will be. It's best just to get on with designing your game, and if you have measurements indicating a performance problem, use those measurements to investigate and improve it.

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    You need a license to export to Android from Construct 2. Using the free HTML5 exporter and trying to convert the result to Android counts as trying to circumvent the license restrictions, so closing this thread.

  • As the blog oosyrag linked to mentions, there is one golden rule in performance: use measurements. If you can't measure a performance problem, you don't have a performance problem. Trying to fix a non-existent performance problem will simply waste your time that you could be better spending making your game.

    One thing I will add though: Construct's collision cells system means collisions already automatically only check nearby objects, which massively reduces the performance impact of collision checks with lots of objects. So you probably don't need to worry about that either.

  • I don't know, I'd just check the settings and see if anything looks like updates are disabled.

    By default everything is set to auto-update. Again, this is a complete mystery to me, I have no idea how this could be possible.

  • As I mentioned it is still available. You just need the latest beta and Chrome 86+.

    It's always been an opt-in feature and not enabled by default, because it's still in development and subject to change. It changed, and so we had to update it accordingly. Features are only enabled by default for all users when we're confident it'll work reliably.

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    Please only post in English on the forum.

  • It's an experimental feature and subject to change at any time. Currently it requires the latest beta and Chrome 86+.

  • That sounds like a bug that was already fixed.

  • Our code more or less just tells AdMob "show ad" and "hide ad".

    Absolutely everything else, such as loading and displaying the ad, is handled by AdMob.

    So if there's any issue with performance, I strongly suspect it is on AdMob's side. It is extremely difficult to imagine how code as simple as our "show ad" command could cause this type of problem. It is far more likely it's to do with displaying the ad, which is handled by AdMob.

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Ashley

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