Ashley's Recent Forum Activity

  • As with import statements, in the import map you need to start paths with ./ for them to refer to files in the project. If they start with /, that is (I think) interpreted as a URL relative to the root of the origin, which will happen to work in preview as that runs on preview.construct.net, but won't work on export.

    So you should start those paths with ./. I'm not sure what you mean by this:

    This makes you revert back to relative paths, but now you can't use the same import map key because the path to the file is different from different directories.

    You should be able to use the same import map key everywhere. The location you use it doesn't matter.

  • In the second video you need something to start playback at runtime. The easiest option is to use the 'Start on layout' property of the timeline.

    In the first video it's hard to say much without seeing the full project. Perhaps you have another behavior or some event sheet logic that is also moving the same object and conflicting with what the timeline is doing.

  • It's not entirely clear to me how this all works - looking at GetTicketForWebApiResponse_t in the documentation, it looks like you get both a HAuthTicket (really a uint32) and m_rgubTicket which appears to be a block of binary data up to 2560 bytes long. Do you only need the HAuthTicket?

  • No, exports are one-way (very much by design, as lots of people are concerned about their exported projects being reverse-engineered). You can however export and only extract the exported web assets, which I think end up in app\src\main\assets\www. That will update the project but preserve your existing Android Studio project. Note however if you do make a change that affects other parts of the Android Studio project, such as adding plugins or changing settings, this approach won't update the Android Studio project to match. So another approach could be to use source control and every time you export over your Android Studio project, you can review all the changes and decide which to keep and which to discard.

  • Well, for now the answer is "use the Android Studio" export option.

    What reason do you need to change those settings though? For example turning off resizableActivity should not be necessary, as Construct content generally supports any window size with its letterbox scaling mode. I don't think hardwareAccelerated affects much for Construct content - it always uses hardware-accelerated GPU rendering to the canvas regardless of that setting. Enabling usesCleartextTraffic sounds like a bad idea - you should just be using HTTPS for everything these days.

  • There are lots of things that influence the content of the Android manifest, but they are all either built-in or handled by plugins. What is it that you want to change that is not covered?

    Construct's build service doesn't give you an opportunity to edit the Android manifest as it just directly uploads your project and builds it for you. Part of the reason we have the Android Studio export option is to provide an alternative where you can do things like make more advanced customizations if you need to.

  • By far the easiest thing to do is to publish the game to a new URL, and point everyone to that new URL.

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  • I think it makes sense - another way to phrase it would be "collisions only include solids with these tags" (inclusive) and "collisions exclude solids with these tags" (exclusive).

  • There is no longer any supported way to submit a score from Construct 2. In Construct 3, leaderboards on the Construct Arcade are free. If you want leaderboards that work across all platforms, then that is subject to limitations and subscription.

  • Sounds like the ideal solution is to treat anything that would affect the corresponding .uistate file as a project change to be saved then.

    This means enabling the save button if you change things that only affect the UI, like reordering tabs. I don't think it's typical for software to do that - usually the save button is only enabled for meaningful content changes. As an example of that, if you use source control and ignore .uistate.json files (which is recommended), then such changes will enable the save button, and subsequently saving will cause no change to the project files on source control. So overall I think that is also a kind of confusing or unusual approach to take.

  • In some cases you can right-click the legacy On function condition and use the option Replace with built-in function. If the option doesn't appear then it's not possible to automatically update it for you so you'll need to do it manually.

  • Construct 2 was retired in 2021. Since then we've implemented a new leaderboard system for the Arcade using the Construct Game Services plugin. That's only available with Construct 3 though, so you'll need to import your project to Construct 3 and export it there to be able to make use of leaderboards.

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Ashley

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