Ashley's Recent Forum Activity

  • The built-in behaviors are framerate independent, unless you use framerate-dependent events to modify them. I can only say that as far as I know they work fine, unless you provide a minimal project clearly demonstrating an issue.

  • Yes, please file a new issue or comment on an existing one if it's open.

  • The API only copies files directly in to the project. When you import a sound file in Construct, it uses an audio import dialog to help you transcode any audio files to WebM Opus before copying the files in to the project. I guess you want your audio files to go through that dialog so they get transcoded?

    If you have the same filename with different extensions, C3 groups them together as children of a parent item, but if it's only in one format then it shows it normally.

  • See the tutorial delta-time and framerate independence. If you make a framerate-independent game by correctly using delta-time, it will run at the same speed regardless of the display refresh rate.

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  • The removal of deprecated export options has no bearing on the support for the rest of Construct 2.

  • I've asked for clarification but it sounds like some device's GPU drivers are slow, and WebView uses a different rendering approach that runs in to the slowness where the browser doesn't. This isn't the same as saying the webview will always be slower.

    AFAIK Chrome Custom Tabs show unavoidable browser UI, and you can already publish PWAs (web apps), but they don't appear in the Play Store.

    If there were better workarounds we'd look in to them. As far as I can tell though there aren't any which don't have even worse tradeoffs.

  • I guess it's initialising the engine. I've never seen it taking that long. By now we wouldn't make any changes other than for the C3 runtime though.

  • By far the best way to investigate this is reproduce it in a minimal public project that you're willing to share. You can just fill a project with dummy content so there's no need to share your artwork or anything. Otherwise we run in to all sorts of roadblocks - e.g. I don't think we can debug release APKs, and even if we could, the whole game is compiled with deliberate reverse-engineering protections (because people want them) making it a lot harder to figure out what's going on.

  • It looks like you're using an old C2 release, because the exported project still uses AppCache, which we removed in June. Is it better with the latest version?

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  • I've no idea how it could take that long. Are you loading a huge amount of images on the first layout or something?

    If you want engine-level improvements to this, we've done a lot of work to improve both loading times and memory management in the new C3 runtime, so you'd have to update for that.

  • Problem is, there are some conditions on which the API calls are executed, like gameover.

    This still doesn't make sense - it's not a reason you can't use dependencies.

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Ashley

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