Ashley's Recent Forum Activity

  • EpicNoobDudePro888 - please file an issue so we can look in to that - I'm afraid it's virtually impossible to help from just a forum post.

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  • pumacap - we're not aware of anyone else reporting such issues, and it could also be something else on your system using up a lot of memory. If you want us to investigate further, please file an issue and be as detailed as possible, including testing every beta release since the last stable release to identify which specific release it changed in, along with a sample project file, steps to follow, and measurements of memory usage (preferably from Chrome's task manager as it is probably most accurate - press Shift + Escape to open).

  • It's still useful if you can file an issue, or at least share the platform information of the affected device here. With sufficient detail we may be able to work around the problem and prevent it affecting others. Again, please always file issues to our tracker instead of the forum - it makes the reporting process much better for both sides.

  • I just tested this and it works fine for me. I would guess there is either it's less obvious than you think, or it's a device-specific graphics driver issue (both common issues). I would really recommend you file an issue for any such problems, as we have a process designed to help us properly investigate and resolve reports like this - it is usually impossible to help from just a forum post like this.

  • That's just a standard Windows security dialog for running an executable. It's probably only appearing because we made some changes to the executable since the last stable release, so it may be the first time your system has seen that particular executable. If you tell it to run anyway it should work as normal.

  • There isn't currently a way to do that from code, but we have an internal capability to do it which is easy to expose to code. So the next beta release will have an ImageInfo method toCanvas() which will let you extract the image off its spritesheet to a canvas (either HTMLCanvasElement in DOM mode or OffscreenCanvas in worker mode).

  • The easiest approach is to block the Internet but allow domains of the form *.construct.net. There's more information (including a full list of domains Construct may use) in the education FAQ.

    Alternatively a more low-tech approach would be to get in early on a Monday morning, turn the Internet on, reload Construct on every device, then turn the Internet back off.

  • Thanks for confirming - we'll have a stable patch release out soon (r487.2) to fix this.

  • Does this still happen in the latest beta release r488?

  • 68kStudios - can you reproduce the issue by adding a 3D model to a new empty project? If so, please file an issue with that project.

  • I'm afraid there's little we can do with this report - if you can please file an issue as then that will provide the information we need to be able to help.

  • NW.js had a raft of other issues that regularly caused all sorts of problems and we had to work around, notably including relying on an undocumented feature to support the Steam overlay (via a Chromium command-line flag) which broke shortly after we moved off it and it took several months for a fix - so that would have been a significant problem had we stayed with it, but nobody noticed as we had already moved off. There are still a bunch of outstanding issues that were filed long ago such as #6485, #7658, #7659, #7685 and #8162. Things that broke in the past include gamepads (more than once), WebGL, file dialogs/file system access, a whole bunch of crashes that never happened in real browsers, performance issues, and regressions. Other issues with NW.js include:

    • Continued support for important features like Steam Overlay support relying on undocumented features that could break or be removed at any time without warning and with no workaround (at which point we'd probably be forced to move off to another technology anyway)
    • Infrequent/poor enough maintenance that I suspect it may be retired at some point soon
    • Bundling all of node.js significantly increasing architectural complexity for no benefit (as Construct no longer needs the node.js part at all), can cause weird bugs, and presenting a significant hurdle to conveniently integrating SDKs like Steamworks
    • Bundling the entire browser engine with the game (adding 100-200MB of file size)
    • Asset bundling relying on extracting a zip on startup, which is too slow to be usable for large projects - our own asset bundler is directly readable and so far more efficient on startup
    • No support for bundling in to a single EXE file, as the latest release supports (with a small file size too)

    In short from our point of view NW.js was kind of a nightmare to support, actually - it didn't "just work", it was a constant source of problems, had limitations we couldn't work around, and was risky as we had no way to guarantee long-term support for things like the Steam Overlay.

    Contrast that to the current desktop exporters - as of the latest release we have support for the Steam Overlay, a pretty comprehensive Steamworks plugin using our own simple and lightweight extension system, support for file system access including accessing known folders like 'Documents', support for windowing features, support for pointer lock and gamepads (via GameInput for Steam on Windows, for the time being), a high-performance custom asset bundling format, support for exporting a small convenient single EXE file, and more. In short I think we do cover everything NW.js used to, and then gone further with additional improvements. There's a few things that would be nice if it was smoother, but overall I'm happy we made the change, and I think by now Construct's desktop exporters are in a better place than we had with NW.js.

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Ashley

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