Ashley's Recent Forum Activity

  • This is a common misconception - Construct doesn't actually generate code for event sheets. It does something more along the lines of running an interpreter on data representing the event blocks. Further, as the paradigm of event sheets is significantly different to traditional programming languages, even if there was code automatically generated, it probably wouldn't be very readable or useful to modify and would look quite unlike anything you'd normally write.

  • As per the Forum & Community guidelines, please only post in English on this forum. I used Google Translate to translate your post.

  • Take a look at our suggestions platform where you can submit such ideas and have others vote on them.

  • I wouldn't use the canvas size like that, it's not meant to be used as a scaling feature. You can set the scale of individual layers, so perhaps you can just set different scales for the main game layers and the UI layers.

  • The latest release changed a lot of the code around sampling modes for the new dynamic sampling feature. It's possible something was overlooked - if you file an issue then we can look in to it.

  • I'm afraid that error message means the project file has become corrupt. It's possible some kind of software or hardware fault occurred. This type of thing is why it's essential to keep regular backups - Construct can make backups for you automatically, but you must enable them in Settings first. You can also try recovering the project with my specially-designed zip recovery tool, but I'm afraid there's no guarantee it will still produce an openable project afterwards - typically it can recover some but not all the project files.

  • Isn't that what the "projectfile" plugin property type already does?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The issue was caused by a bug in WebView2 - it's already been discussed extensively in this thread. The next release should work around the problem.

  • If there isn't a relevant method documented in IProject, then no. I'm not sure why you'd need this as I don't believe anything else in Construct uses it - you can use "projectfile" plugin properties to let the user choose a project file. Beyond that I feel like it would probably be a poor design to automatically look at project files in the project - it sounds like a brittle design if you end up depending on specific filenames or folder structures.

  • If moving 10 files is that slow, it's probably a fault, so please file an issue.

  • 1. What's the difference between using C3's Audio scripting AudioContext, compared to creating a new one entirely?

    If you use the Audio plugin, Construct creates an AudioContext for that anyway, and so you may as well use the same one. Also Construct's Audio plugin handles all the surprisingly complicated code necessary to ensure that audio playback can be properly unmuted (such as handling unmuting via gamepad input), so you may as well re-use that instead of having to reinvent all that unmuting code.

    2. How much can be read/changed with C3's AudioContext?

    I can't think of any reason why you can't do absolutely anything you want with it. If you want to modify things created via Construct though, that will be tricky as it basically creates its own node graph and doesn't expose anything about that to script.

    3. Could unavailable features be crammed into C3's AudioContext, e.g. "detune"

    From script you can do anything you like with the AudioContext, so yes.

    4. I think I understand that "audio tags" are deeply-rooted in C3 rather than being something we can use within Audio scripting, but can any info about tags be gained, whether scripting an "is playing" or scripting "play sound with tags", or must we always make C3 bridge functions to achieve this?

    Tags exist solely in the Construct Audio plugin. Currently there is no way to interact with that part of Construct via the script API. At the moment the intent is either you play audio with event sheets, or play it via script. You can mix and match those approaches, but you cannot use event sheets to control audio played via script, and vice versa.

  • I guess you could try fixed distribution mode, but I've never tried it myself.

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,761,853 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x125
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x5
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x42
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs