Ashley's Recent Forum Activity

  • Construct should already handle this for you automatically. It also already uses AudioContext (the Web Audio API). Browsers mute audio until the first user input; at that point Construct will automatically unmute audio playback, after which there should be no further restrictions.

  • File issues here.

    I tried that link on Safari 12 and it appeared to work fine.

  • Please file a bug report following all the guidelines. We need all that information to be able to help.

    If you at least include a link to your exported game we could take a look, but you've given us nothing to go on at all so far.

  • Objects that don't exist don't have any properties. For example if you select a sprite in the project bar, and there are no instances anywhere in the project, what is its position? There is no valid position to show, so the editor shows "(no instances)". That's what you're seeing.

  • Write a plugin with the SDK to make any changes you want.

  • Construct 3 has built-in support for web fonts, so in this particular case, it's not necessary to edit the HTML file to add web fonts (IIRC C2 doesn't even need that either, it sounds like just some kind of loading optimisation?)

    In both cases you can also write a plugin with the SDK that makes any necessary changes to the HTML on startup.

  • I fear we're just going round in circles, because we already covered a max spritesheet size setting.

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  • Shared sheet's might be good in some cases, but what about if one sheet contains a lot of images that are not even used in the current layout.

    An upcoming release groups objects on to spritesheets according to those which are used together on layouts, which is aimed at solving exactly this. However with a couple of projects I tested, it didn't seem to make a big difference to memory usage, which I think indicates it's not a major problem.

    I don't think Kiwi Story is a very good example, because it's pretty tiny in terms of memory usage - only around 20mb or so. This is small enough that it's probably better to group as much as possible on to the fewest number of spritesheets, to get the maximum performance. It's only really important for scalability, when you have games which use hundreds of megabytes of image memory.

  • Updated the original post with new download links based on NW.js 0.35.1, which should fix two issues with Cloud Save not working, and saving a local file showing an "Open" dialog instead.

  • If you're worried about security, this does nothing at all to improve the security of your game. Anyone who wants to access the local resources or code can do.

  • We moved away precisely because it is virtually impossible to get those features you noted to work. Rather than support a platform where a wide range of features simply cannot be supported, we instead focused on the standard system webview, which has reasonably good performance and supports almost all features.

  • On most devices, the normal Cordova webview performs well.

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Ashley

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