Ashley's Recent Forum Activity

  • OK, this does actually look like a bug in Construct, but the main issue seems to be it's a strange project configuration. Usually if you want to code with TypeScript inside Construct, you'd have just .ts files. But you have .js files in the project too. Normally you'd use one of two workflows for TypeScript:

    1. Have just .ts files in your project, and let Construct automatically compile those to JavaScript
    2. Have just .js files in your project, and edit .ts files with an external editor like VS Code that compiles to the .js files used in the project

    So how come you have both .ts and .js files? Are you expecting Construct to compile .ts files and overwrite the .js files? In that case there's no point having .js files in the project itself, hence the first workflow.

    I'll see if the bug can be fixed for the next release cycle (we're close to a stable release at the moment and this doesn't seem like an essential fix) - in the mean time you can work around this by just deleting the .js files from the project.

  • Update 10:47 BST: Work on the build server has concluded earlier than planned, so the build service should resume normal service from now on. If anyone notices any problems with the build server that only started today, please let us know. We will continue to monitor the build service to check its long-term reliability. Thank you for your patience.

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  • Update 09:01 BST: Work will be beginning on the build server maintenance shortly.

  • If it's just one project with the error, then it's probably a mistake in your code (e.g. if an exception is thrown at the top level of the main script, that error will come up). The quickest way to get help with that would be to share your project, or at least the code that causes the problem.

  • What is your workflow exactly? With the latest beta it's currently designed on the assumption you will use one of two workflows:

    1. Add all .ts files in Construct, and no .js files. Then Construct will automatically compile the .ts to .js for you using the built-in TypeScript compiler.
    2. Add all .js files in Construct, and keep the .ts files on disk but not in the Construct project. Then you can use an external editor like VS Code and use the TypeScript compiler installed locally to compile all your .ts to .js, where Construct then picks up the resulting .js only. (This also allows using a different/newer version of TypeScript to the one built in to Construct.)

    If you're doing something like adding .ts files to a Construct project, then adding a .ts file in an external editor which then automatically compiles a .js file for you, then you've got a sort of half-and-half workflow, and it would seem better to go with one or the other.

  • I don't think it's fair to call it abandoned - flowcharts were last updated just 2 weeks ago in r437.

    A problem we often have with feature requests is for any one feature, you can go down a rabbit hole of endless improvements and sub-features. Take effects, instance variables, the Platform behavior, functions, the Animations Editor, 3D Shape, etc. - for any of those and pretty much any other feature you can think of, someone could ask "is this abandoned? it doesn't have XYZ which is absolutely essential!" Really the question is, with our limited time and resources, does it generally do most of what most people need from it? Every individual user has a different set of requirements, and so no specific feature will always do absolutely everything that every single person could ever possibly expect of it.

    As ever it's also sometimes hard to understand what people mean, and people often request things that are already possible. The feature request guidelines are there to try to avoid these problems. For example in brief my feedback would be:

    1. Load and save what? Do you mean the runtime state? Or the data of which nodes you have? Or the format it's saved to the project (which is actually already JSON)?
    2. You should already be able to detect a dead end by comparing if the output count is 0
    3. It's not clear to me why you'd need this or what specific problem you're trying to solve
    4. Again it's not clear what problem you've had here and whether something else can solve it

    Resolving these issues can end up taking a great deal of time and energy - so much so that our policy is generally not to respond to feature requests, because we get so many and it takes so long to discuss them, that we just don't actually have time to do that. So really I'd encourage you to look at the feature request guidelines and try to always follow them when talking about features. These could also all be submitted individually to the feature request tracker if they haven't been already, with full details about the request following the guidelines - that's our process for this and it means these issues can be dealt with individually more clearly than usually happens on the forum.

  • I just tried this in the latest beta and it does look like the check is not working correctly. It's best to file an issue for such problems.

  • Then why does the official sdk V2 drawing example runtime instance.js use _draw?

    I'm not sure what you mean. I said that the _draw() method is SDK v2, and then you asked me why the official SDK v2 drawing example uses _draw(). It's because it's the correct method to use.

  • The build service has been having occasional brief outages (10-20 minutes) lately. In order to fix this we are planning to update the configuration of the build service, and this may take a few hours. This work is scheduled to take place this Thursday (May 15th) from 09:00-17:00 BST. Please be advised that the build service may be non-responsive, or builds may be failing, during this time period. Service may also be intermittent (occasionally working and occasionally stopping working again) during this time. We will post any relevant updates in this thread, including when work has finished and normal service has resumed. Thank you for your patience.

  • Moderation note: please only post in English on the forum - I've used Google Translate on the post title.

    If you added a global string or number variable, it should appear in the list. If you added a boolean global variable, you need to use the 'Is boolean set' condition instead.

  • See the guide on optimizing download size which has lots of advice on the subject.

    As described in this blog on lossy spritesheets, with AVIF lossy images can look pretty much indistinguishable from the original and significantly reduce the download size. If you're not sure how it will look with pixel art, back up your project, change all images to use lossy compression at some quality level like 75, and then try a test export with AVIF, and just see how it looks. If you notice any quality issues you can try again with a higher quality level. If you'd rather go with lossless images, make sure you export with WebP.

    Another option is to export with PNG images and then compress them using Pngquant

    If you care about download size, my best advice is don't use PNG any more - WebP is almost always superior, and AVIF is even better if lossy is acceptable.

  • I've fixed this for the next release cycle (we're a bit close to a stable release to ensure translators have time to update it). In future you can report any spelling or other text issues to the issue tracker where we are more likely to see them.

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Ashley

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