Ashley's Recent Forum Activity

  • In short, use the Steamworks plugin instead of Greenworks, and export using the Windows WebView2, macOS WKWebView or Linux CEF export options. The documentation tab of the Steamworks plugin has more information.

  • Can you not design your layouts with the right initial objects placed? Then both layout-by-layout memory loading, and spritesheet generation, should work better.

  • Construct attempts to group images based on their usage on layouts in your project (similar to the way layout-by-layout image loading works as described in memory usage. Have you designed your project this way? Or do you rely on a lot of dynamic loading, in which case Construct won't be able to know which images go together?

    Spritesheeting is also a broad and complex topic with a lot of subtle tradeoffs. Even if Construct separated the images to different spritesheets as you want, in some cases it might actually increase memory usage: removing one image might not actually allow the spritesheet to be resized any smaller, and adding a new spritesheet may increase the total memory usage. For example in your image, removing image 3 doesn't look like it'd allow the spritesheet to step down a size, but then you added a new spritesheet. More spritesheets also means reduced runtime performance and a higher download size.

    Spritesheets fundamentally trade-off memory granularity with efficiency. It's hard to design spritesheets for an entire project that never unnecessarily load something. Many projects will use different sets of images at different times within the same layout, and may well make use of dynamic loading and unloading. The only way to guarantee nothing is ever loaded unnecessarily is to turn off spritesheeting, but then that will make the project significantly less efficient.

    In short there are a lot of non-obvious things going on with spritesheeting. A worst case scenario is we add some feature to manually configure this, someone goes and spends hours tweaking their spritesheet layouts, and then it's less efficient than what Construct would have done automatically. Or it significantly increases the download size and load time, and they wonder if it was worth it to de-optimize that. Or it turns out it only reduced overall memory usage by 2% because Construct was actually doing a decent enough job, and something else would have been a much better use of their time. Having spent many years tweaking the trade-offs with the spritesheet generation in Construct, I'd definitely say it's one of those areas that sounds straightforward, but is full of endless edge cases and complexity. Leaving Construct to do a reasonable job automatically is probably good enough.

  • The Windows Icon Updater only supports icons in the sizes 16, 32, 64, 128 and 256 (IIRC because those are the only sizes Windows supports). It should ignore icons at any other size, so those shouldn't affect the way the tool works. A new empty project includes an icon sized 512, and that appears to be correctly ignored by the tool for me. If it doesn't work with some specific project configuration, please file an issue.

  • It should just work if you do something like read or write a file name e.g. "data.json" with the picker tag "<current-app-data>".

  • Is that all they said? They've just responded by pasting part of a Steamworks SDK header file, without actually answering the question.

  • I'd guess your ISP was blocking one of the network requests Construct needed to make to load successfully. Perhaps if it had some kind of network filtering/privacy/security/restriction features then that might have been interfering.

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  • You didn't share a project so my best guess is your events are wrong. See the screen recording example for a working example.

  • As ever, the place to go with such reports is the issue tracker. It looks like this issue was already filed and fixed,

  • I'm afraid the reason we have our bug report guidelines is because usually it's impossible to help unless you provide that information. So the best approach is to try to narrow it down to a minimal reproduction and file an issue with that. I'd also caution that if you dig up something from years ago, even with the same error message, I'd say it's best to assume it's irrelevant and your issue is different, especially if it was reported to have been fixed in the end.

  • r416.2 still seems to be launching fine for me. Perhaps try clearing your browser cache and reload it. Otherwise check for a more detailed error message in the browser console.

  • I just did a test build of a signed AAB and it worked fine for me. Perhaps your project is using third-party addons which are causing the problem?

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Ashley

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