Ashley's Recent Forum Activity

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    It's already on the Steam version - as usual it's simultaneously released there. It's a beta release though, so you have to opt in to betas.

    It sounds like the issue is fixed so closing this thread now. This thread has also already involved two unrelated issues, and long threads like this actually make it much harder to deal with issues, since it ends up with loads of sometimes irrelevant or contradictory information. If there are still any remaining issues, please start a new thread and follow all the guidelines from scratch once again since they are probably also unrelated, and make sure you include all the information we need. Adding to this thread for any further issues will only increase confusion and delay.

  • It's a bug. "\[ [color=#FFFF00] OR [/color] 3" should still apply the color tag.

    In general things like this should be reported to the issue tracker. But I could reproduce this and adjusted the parser so it should be fixed in the next release.

  • FWIW, Construct 3 has a CurrentEventNumber expression.

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  • It probably doesn't matter, and worrying about it will only distract you from other more important things that actually matter.

  • Press F12, are any errors logged in the browser console?

  • As of r206, projects exported from Construct 3 using script minification are now processed using Google Closure Compiler. Previously it used babel-minify. For the most part this is a compatible change - simple minification works similarly, and advanced minification does property mangling. However there is one change in how Closure Compiler handles global variables.

    Previously we wrote our own property mangler for babel-minify which supported mangling global variables. However Closure Compiler does not support mangling global variables, unless they are written as properties on the global object. For example console.log(MyGlobal) used to work, but now no longer does. Instead use a global property, e.g. console.log(self.MyGlobal) or console.log(globalThis.MyGlobal). (Note don't use window, because it does not exist in worker mode.)

    Here's another example. Previously you may have code like this:

    self.MyGlobal = "hello world";
    console.log(MyGlobal);
    

    The reference to MyGlobal will no longer compile with advanced minification. All you need to do is add self. before any MyGlobal references and it will work again:

    self.MyGlobal = "hello world";
    console.log(self.MyGlobal);
    

    If you use global variables a lot, remember you can refer to them with local variables to help simplify the code, e.g.:

    function UsesGlobalsRepeatedly()
    {
     // Make local variable referring to global variable
     const MyGlobal = self.MyGlobal;
    
     // Use local variable without needing "self."
     console.log("Use 1: ", MyGlobal);
     console.log("Use 2: ", MyGlobal);
     console.log("Use 3: ", MyGlobal);
     console.log("Use 4: ", MyGlobal);
     console.log("Use 5: ", MyGlobal);
    }
    

    For the record, I think Closure Compiler's approach is better. It avoids any chance of difficult name collision bugs when renaming names like MyGlobal, which if the wrong name is chosen, can collide with local variable names. When using self.MyGlobal, it is unambiguous and safer since it can never collide with local variable names.

    Hopefully this will be a straightforward change for any addons that use this type of code. If you have third-party addons that now fail with advanced minification, this is probably the change you need to make.

  • Losing an hour's work from hardware failure isn't too bad in the grand scheme of things.

    Browser backups are stored internally to the browser, so the only way to recover it is to run the same browser that you made the backup with. If you've moved to another system then I guess you don't have access to that. If there is a way to solve it, I'd guess it'd take longer than an hour, so you may as well just re-do the hour's work that was lost.

  • I don't know what to add, this all looks like internal details about the Box2D physics engine, which is used widely across the game industry. I think it's pretty standard practice to have to adjust the settings of a physics engine to ensure it produces a stable result.

  • This is all managed by Box2D - I can't explain why it happens, it's a third-party library that manages the physics simulation and produces that result.

    I would strongly advise you not to change the framerate mode to unlimited - it will burn up the full system resources, draining battery as fast as possible, overheating laptops, spinning up fans, etc. It exists for performance testing only.

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    OK, so I finally got round to looking in to this and finally managed to reproduce it. It was a crash in the UI library, but it looked like it came from our code incorrectly cleaning up the Image Points window. I managed to fix that and released an update r278 with the fix. Hopefully that will solve it, let me know how it works for you. And hopefully there aren't any more "random crash" type issues...

  • Set the color to white to use the original colors.

  • On desktop if you see this happen, does resizing the browser window bring the dialog back?

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Ashley

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