Ashley's Recent Forum Activity

  • I think the best approach is to use the addon SDK to write a plugin that uses the Cordova plugin. You can also set the Construct addon to automatically add the Cordova plugin as a dependency.

  • All I need is to CLEAR it or REMOVE or UNLOAD from that specific frame and not just the option to replace with another, it is very important in my project that it can get back to empty frame

    This doesn't make sense. You first say that you don't want to replace it, but then you say you want to go back to an empty frame, which means replacing it with a transparent image.

    I think you are confusing "unloading" with "replacing with a smaller image to save memory". They're not exactly the same thing. The System object can unload object images. If instead you want to replace a sprite frame with a different image, another way of doing that without having to use obscure data URL strings, is just to create a small Drawing Canvas object, clear it, and save the image. Then you can load the SavedImageURL in to the Sprite object. This also has the benefit that you could draw any content at all in the Drawing Canvas object (e.g. clearing to a fixed color, adding a border, etc).

    So I think there are already a few good options to do exactly what you want. In general it's better to ask "what other options are there?" before "can a new feature be added to do this?"

  • I'm not convinced it was a good idea to include in C3, really, since it doesn't really fix the problem and means you get inconsistent results across devices... but if you really want to... it just compares window.innerWidth/window.innerHeight to the size it really wanted, and calls window.resizeBy() with the difference to compensate. But resizeBy() doesn't correctly take in to account devicePixelRatio, so sometimes you still end up with the wrong size.

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  • There already is a built-in way to unload an image, which I just described. I don't see why you can't just use that. If you want to revert to some default image, just destroy the sprite, unload it, then put some stock image in its place with a different sprite object. If it's already easily doable, why does there need to be any new feature to cover it? As a small team with limited resources, thousands of bug reports and hundreds of other feature requests, suggestions would have to need a really good reason to motivate them, and I don't see why the existing feature doesn't cover what you want here. Don't jump straight to a feature request before properly considering the alternatives... or if the engine actually fully supports that already!

  • Why? Does this affect a separate web page that you maintain yourself or something? The hack is ugly and doesn't actually completely solve the problem anyway, so it's not something I'd recommend anyone using - just live with the quirk if you can.

  • Please note that simply copying and pasting a crash report is rarely sufficient for us to be able to fix the problem. See the bug report guidelines for information on how to report problems so we can actually help with them.

  • I still don't know how to unload the image, I didn't found any unload option while exploring it,

    Can anyone please show me how to do that via screenshot so I can follow ?

    Normally unloading a single object has negligible impact on memory use. Do you have measurements showing this is necessary? If not, it's probably a waste of time worrying about minor cases like this.

    If you find that the memory difference really does matter, the built-in way to unload images is to destroy all instances of the object, then use the Unload object images system action.

  • Loading an image in to a Sprite unloads and replaces the existing image. There's nothing you need to do to manage memory if you keep loading in different images, the old ones are already being released.

  • If it works in C2, it's accidental and unintentional. File paths are not the same thing as URLs, but depending on the specific circumstances, sometimes a file path is accepted where a URL is expected and vice versa, but this isn't the kind of thing that should be relied on.

  • Sprite's 'Load image' action takes a URL, not a file path. They're not the same thing. You probably should use the NW.js object to read the file in to a Binary Data object, then load the Binary Data object's URL instead.

  • It looks like the graphics drivers are just too unreliable to support WebGL then. It's not uncommon on Linux, since the drivers are often less well supported than other systems (unfortunately). If you're using open-source drivers, switching to proprietary ones may help, since they are often better quality (understandably, since they are developed by the hardware vendor rather than volunteers trying to reverse-engineer complex hardware!)

  • If images aren't importing correctly please file a bug following all the guidelines.

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Ashley

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