Ashley's Recent Forum Activity

  • You can right-click the old "On function" conditions and automatically convert them to built-in functions.

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    It completely depends on what you're doing and what you're comparing it to.

    Running events has relatively high overhead compared to JS code, so if you have event-heavy code doing things like intensive calculations with lots of loops, the equivalent JS may be faster.

    On the other hand, some parts of the Construct engine are extremely well optimised, and have been carefully honed over the years with all our long experience of performance testing JS code. If you write your own scripts to do your own code instead of using the engine, it could well be significantly slower, unless you put in the same effort we have. One example off the top of my head is if you ignore Construct's collision engine and write your own custom one in script, it could well be significantly slower. Not only could it be slower in absolute terms (slower when doing the same work), but it could be slower in algorithmic terms (as in getting exponentially slower as your game gets bigger, whereas Construct's engine is highly scalable and can keep doing about the same amount of work no matter how much bigger the game gets).

    As ever performance benchmarks are the only way to know for sure.

  • It's not currently supported. It might be difficult to add a feature for it, too. There are several critical performance optimisations for picking through sub-events that impose strict rules on which objects can be picked. So in general script could not simply go ahead and pick instances in some arbitrary object - unless we de-optimised the entire event engine to allow it.

    Maybe the best solution would be to come up with some way of combining picking with JS callbacks, e.g. using "Pick by evaluate" calling a JS function.

  • Are you ticking "Remember this access code"?

  • Glad you like it!

  • Not yet - I think we just need to add some functions to look up layouts.

  • Oh, and let me know the issue number here. We've had various reports of similar sounding issues over the past few months and it's always been a mystery what's going on, so it will be interesting to see if Google can find an issue.

  • I'm not sure it's the right place, but filing an issue at crbug.com might at least be a good place to start. It's the bug tracker for Chrome, but it also covers the WebView. If you explain the problem with the WebView app not being able to update, they might be able to do something about it.

    I think the weirdest thing is if it worked with v71, then from what you've said it sounds like failed updates beyond that have actually reverted it to the factory v43. A failed update should have at least left it on v71!

  • That's weird, I've not heard of that happening before... I guess you'd need to contact Google to get to the bottom of what's going on there.

    You can switch the project back to the C2 runtime, which works with older browsers. However it has fewer features and reduced performance. You might need to remove some things from your project to switch back. See the manual entry on the C3 runtime for more details.

  • What's the exact text of any error messages that appear?

    Does the device have enough storage space to install updates?

    Doesn't the device at least have the webview v71 then? That one is new enough to work.

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    i am working on a multiplayer game but i have a fundamental doubt:- how to even begin with it?

    Why not start with the Multiplayer tutorial series?

  • The Construct 3 runtime requires an up-to-date webview. It only needs to have had an update in the past couple of years to work. v43 is around 4 years old which is too old to be compatible. The problem you need to fix is updating the webview. It should work for any Android 5.0+ device. Googling the model gave me this which appears to be compatible since it has Android 5. Why can't you update it? What happens? Is there some kind of error message?

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Ashley

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