Ashley's Recent Forum Activity

  • We're incredibly busy right now. We do have a number of improvements planned, but I can't give an ETA, simply because I don't know when we will be ready.

    To give you an idea how much work there is involved in a product launch, just one item on our todo list is to prepare a 250+ page manual for Construct 3. There's a lot more going on. I wish as much as anyone we could just click our fingers and have everything ready today, but this takes time. The build service as it is today has already been in development for a long time.

  • I am sure there are a number of non-obvious dependency chains, and if they are accidentally set in a circle of dependencies then that cannot be resolved. If you carefully design a game to use the correct attributes on the right kinds of objects as intended then sure, that works, but this is more an issue when you throw in a bunch of objects with various behaviors in a random combination and find there's a tick order dependency somewhere.

  • We have a set of new plugins in development for IAP & ads. It can be incredibly difficult to make fully cross-platform versions though - for example many ad networks only support 2 or 3 platforms, whereas Construct typically supports far more. This is compounded by regular changes to every platform as they change and update their SDKs. It's tough but we are working on new plugins which should be more reliable.

  • According to this data, WebGL is supported on 96% of Chrome for Android devices (which also runs the webview on Android 5.0+).

  • It uses the theme icon color, which can also be altered by the user.

  • PhoneGap Build can be used for free, with limits. We're also going to look in to getting C2 exports to work with the C3 build service. (This will require a C3 subscription though - build services are quite complex to set up and run.)

  • This sounds like this Chrome bug which was already investigated, reported, and fixed. Chrome Canary should be a lot better now, and the fix should make Chrome 60 which should be out in a couple of weeks.

  • There's no point making shotgun changes without understanding what's happening. Can you test some other export options and see if they're the same? That will determine if it's a C2 or Cocoon issue. It might be worth checking the window inner width and inner height sizes in each case too, since that's the most important determinant of the game canvas size, and if it's even 1px smaller it might push letterbox integer scale down a level. So for example if Cocoon's window inner size was just 1px off, it'd have this effect. And that'd be a Cocoon issue, not a C2 issue, and not something you want to go tinkering with JS to work around.

  • If it works with other export options, and it only happens in Cocoon, then isn't it a Cocoon bug?

  • Due to the way preview mode works in C3 loading local files has to be done slightly differently. This is one of the few differences in the runtime in C3. Instead of using "myscript.js" directly, call:

    var realUrl = this.runtime.getProjectFileUrl("myscript.js");[/code:26wp3i4q]
    
    That gives you the real URL to request that will work in both preview and export.
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  • You can already export to Xbox One using the Windows 10 (UWP) exporter. To publish you need Xbox Live integration which we're still working out some last details for.

    We don't support PS4 because unfortunately Sony don't give us any way to publish to it.

  • I ran it for a while and it started heating up the phone.

    That's normal if the phone is busy. I have a wide range of games on my phone that heat it up, including major titles like Mario Run and Pokemon Go. It's not realistic to expect a phone to stay perfectly cool while running the CPU and GPU continually.

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Ashley

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