Ashley's Recent Forum Activity

  • There's no option. The web version was removed, because it was considerably slower and there's no reason to use it. In C3 you get super-fast physics by default.

  • All I can say is it looks like all the code is working correctly and as far as I'm aware it's working for most other users too. When you see the "Failed to start preview" message, it should log a more detailed error message to the console. You showed a picture of the console, but it did not include this message, because the message starts with "Error launching preview: ". If you can find that message in the console and share it, it may shed some light on this. Other than that I can only guess, and I think the most likely issue is that there was a network problem downloading C3 for offline use so it's not actually fully cached. You could try clearing your browser cache and retry loading it online and making sure you wait for the "ready to use offline" notification.

  • Yes, you can. For example you could use the RecordingURL from the Game Recorder object instead of a screenshot URL.

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    Michelangelo_Lite - your post appears to have nothing to do with this topic - if you have trouble using the website please contact supportcit@scirra.com.

  • Whenever I try it "in the wild" (in production on a different device) it works. I just tried it again and it works. You can use an incognito window to test from-scratch ignoring any prior storage. I opened the latest release in an incognito window and waited for the "ready to use offline" notification. Then I went offline, reloaded the page, created a new project, and previewed it. It worked fine.

    As with any issue report, it's usually impossible to make any progress unless you can find a repeatable series of steps to follow to reproduce a case where offline mode is not working.

  • I don't think there's a way to disable font smoothing for text rendered in to a canvas at the moment.

  • See this suggestion that already covers it.

    Currently, the mobile editor is designed to for reviewing and tweaking projects, with any serious development work intended to be done in the desktop version. Therefore not all features of the desktop version are available in the mobile version. In particular many features are difficult to add to the mobile version either due to the input method (e.g. drag-and-drop tends not to work on mobile, because it conflicts with pan scrolling, therefore requiring the feature is seperately re-implemented a different way) or due to the screen size (e.g. it's difficult to envisage how the timeline bar could even fit on-screen at the same time as the layout view on a mobile phone while still being useful, so it's not currently supported). All of this is solvable, but it takes extra work, and we're a small company with limited resources, dealing with thousands of bug reports, hundreds of other feature requests, etc.

    You can plug in a keyboard and mouse to most mobile devices and then use it like a laptop. You can force C3 in to desktop mode in Settings, and then use the full feature set on something like a tablet with a keyboard + mouse.

  • Construct does pre-load preview for use offline. It should work, and I tested it recently and it did seem to work fine. As I always say, unless you wait for the "ready to use offline" notification when loading Construct (or a new version) for the first time, you can't guarantee that all features will work offline. I can only assume you didn't wait for that and quit Construct before it had finished saving for use offline.

  • Nepeo - might be worth trying to phrase the error message more clearly to avoid confusion.

  • A core security principle of the web is: loading resources from other domains is disallowed by default, unless the server specifically allows it. The error messages are because you appear to be trying to fetch an audio file from a different domain, and the server is not set up to specifically allow it.

    Read up on Cross-Origin Resource Sharing (CORS) to learn more. Usually it comes down to adding the HTTP header Access-Control-Allow-Origin: * on the response.

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  • See the guide on memory usage in the manual. It's quite simple: image memory use is proportional to its area. Larger images use more memory, and smaller images use less.

    Note don't confuse that with the file size - that has nothing to do with memory usage. A 5kb image file could easily use several megabytes of memory, depending on the dimensions of the actual image.

  • Set the project sampling mode to "Nearest" and sprite fonts will look crisp.

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Ashley

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