Ashley's Recent Forum Activity

  • Try disabling any browser extensions you have, or try using a different browser. That's often the cause for weird error messages like this.

  • See the manual section on exporting with advanced minification.

  • There is a known issue with WebGPU that updating textures seems significantly slower than WebGL. In Construct, changing Text objects and a few other things require updating a texture, so these cases may be slower than WebGL for the time being. I filed an issue about it back in June but it hasn't been sorted out yet. As WebGPU is still pretty new I think there may be a few early issues like this to be sorted out, but I think it's likely it will end up as fast or faster than WebGL in the long run.

  • I'm afraid it's impossible to help from just this information. If you provide your project file we could take a look, alternatively file an issue following all the guidelines so we can investigate. Also try disabling any browser extensions you have installed as they can be a common source of problems, or try using a different browser.

  • Take a look at the voice recorder example which should be a good place to start. You can also save recordings to Local Storage as binary data.

  • It depends: Touch with mouse input enabled can work if all you need are left button clicks and drags. If you want something like detecting the mouse cursor hovering over an object, you still need the Mouse object for that, as the concept of hovering doesn't apply to touch input, or if you want to make use of middle/right clicks or the mouse wheel.

  • It's difficult to help from a forum thread like this, as all anyone can do is speculate. By far the best way to get the right help quickly is to share a project file demonstrating the issue.

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  • Perhaps take a look at the Flowcharts questionnaire example which shows how to display a sequence of questions based on the user's choices.

  • Various project settings can affect memory use, including the downscaling quality and max spritesheet size.

  • There is a big difference between being an addon developer running in to the limitations of an API, and the entire product stability getting so poor that it risks the failure of the business. I don't think it's fair to use the same "development hell" term for both of those.

    I would rather nobody did make another platform behavior. This kind of feature duplication causes a bunch of other problems too. Again, we saw much of what happened when people tried hacking around with the official engine code in C2: broken projects, incompatible changes, no good way to switch between them, the official addons ending up superseding them but people being stuck with old buggy third-party versions of addons, confused users who don't know which they're "meant" to use... some of which takes years to play out, and leaves us having the support headaches of trying to help people with things like broken projects long after the third-party developer responsible has left the community. As I was saying previously, the consequences end up with us and our team, and as a small company with limited resources it is especially painful.

    Of course, it is possible to make a comprehensive and well-supported public API. It just takes time. We routinely get far, far more requests than we could possibly act on, and things like developing a large API that we promise to support indefinitely is potentially a major project and a major long-term maintenance burden, and we have to balance that with literally hundreds of other things. If I could click my fingers and have it all done, of course I would, that would be great! Unfortunately we have to deal with the real world and limited resources.

  • It's difficult to comment on suggestions. They can seem simple but turn out really hard. Sometimes they can seem difficult but turn out not too hard. You don't really know for sure until you actually implement it. Having said that, the effects system is one of the most complicated parts of Construct and very difficult to work with, and on top of that at the moment we are maintaining two renderers - WebGL and WebGPU - which means any graphics features have to be implemented twice with considerably different technologies. So overall I would say this would be a complicated change, regardless of what anyone claims about it. I'd add that we do not really want to end up making a full 3D engine - that would involve years of work and potentially amount to an entirely new kind of product, and I think we're already seeing a stream of "just one more 3D thing... just one more 3D thing..." that is trying to push us all the way down that road, and I'd rather not go very far down that road. Finally I must point out that for this and other reasons, the feature request guidelines state that we do not guarantee implementation of features, even for the top voted ones.

  • Changing the contents of just part of the text is not currently supported, but you can achieve a similar result another way, by building up the string with variables. For example "xxxxx [tag=mytag]" & SomeVariable & "[/mytag] xxxxx", and then changing SomeVariable and updating the text to that expression again will have the same result as if the contents of the tag were changed.

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Ashley

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