Ashley's Recent Forum Activity

  • You don't need to use AJAX. You can put a URL directly in the Sprite's 'Load image' action.

    The URL you shared is actually to a HTML page that contains an image, so cannot be loaded as an image itself. The direct link to the image is this: https://raw.githubusercontent.com/cybersurfer5000/image_test/a94534768231f675818f0ab67244a9ac7ade3e56/image1.png

    (right-click the image and open it in a new tab, and that URL appears in the address bar)

  • There will be a beta release today.

  • Ashley Could you comment? 125000 to 800 seems too good to be true.

    Small collision cells will indeed further reduce the number of collision checks. But everything is a trade-off: small collision cells can use a lot more memory for large layouts, add a lot of overhead when there are many fast-moving objects, and probably have a lot more overhead when using very large objects which span lots of collision cells. As ever with performance, you should make measurements on real-world projects; don't just assume that a certain collision cells size is always the correct one.

  • I believe the advice still stands: collision cells can't be used once any other picking has happened, so it may be best for any collision conditions to come first and then any other conditions to further filter from there. However as ever the best way to get the right answer for your project is to measure it.

  • The next beta release updates the Mobile IAP plugin to use cordova-plugin-purchaseglt@13.11.0 which uses Google Play Billing library v7.0.0.

  • The equivalent SDK v1 calls are available in the SDK v2, but named _setTicking() etc. See here.

    Plugin and behavior ticks run with different sequencing to the IRuntime "tick" event: their ticks happen prior to the IRuntime "tick" event and other types of tick happen at different times too.

    I suppose we could expose more types of ticks to the scripting feature; as ever, file a suggestion.

  • To be clear, offline support and installing the web app are actually completely separate things that work independently. It's possible to have a web export that is not installed, but works offline; it's also possible to have an installed web app that does not work offline.

    You can learn more about how projects work offline in the guide Offline games in Construct.

  • The feature to access known directories like Documents without a picker dialog will only work in WebView2. It won't apply to NW.js and it won't work in Construct's normal preview, as that is a normal browser and not using WebView2, unless you use the 'Export for Remote Preview' option.

  • That hasn't shipped in Construct yet. I was just testing an experimental WebView2 feature and reporting back my results to Microsoft.

    I thought you were referring to permission prompts when you said "skip the user verification" - it is already the case that NW.js and WebView2 should both skip permission prompts when using the File System object. However it can currently only access files and folders previously chosen by a picker dialog. The experimental feature was testing was for the ability to access known folders (e.g. Documents) without needing a picker dialog. Support for that should come in future.

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  • But I saw in your opened ticket, that the File System api was worked around to skip the user verification, which is still in the beta branch.

    I don't recall what you're referring to here. Can you link to your reference?

    IIRC we already shipped the skip to user verification some time ago and so that should already be in the current stable release.

    That might have been the case a few years ago, but the Steam Deck is running Linux and it grows in popularity every day.

    Yeah, you're right about the Steam Deck. At the moment we have to get by with NW.js on Linux.

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    I'm afraid graphics driver bugs are a nightmare. Often there is no good solution other than to try to get the vendor to pay attention and fix the bug, which can be arduous.

    --in process-gpu is a custom Chromium engine flag that may not be supported by Google. You could try reporting it to them, but they may just say that's not a supported mode.

    The reason Construct uses that flag is to work around another bug: that the Steam overlay doesn't work without it. Developing for the overlay is a nightmare as the Steam overlay seems hackily implemented and has various bugs that make it harder to integrate. We keep trying to ask Valve to improve or fix it but they generally just ignore us; we ask customers to ask Valve to improve it to increase the pressure, but generally if people can get by with workarounds then they don't bother. So we end up using --in process-gpu long-term as a workaround, but workarounds don't fix the underlying problem, and sooner or later you run in to some other problem and get cornered as there is no way to have everything working.

    So I'm afraid we've done the best we can with Construct given the hacky/broken Steam Overlay and graphics driver bugs; for further help you'll have to contact other companies. Ideally Valve would make an overlay that can be more easily integrated!

  • 1. I noticed that the FileWebView2 plugin's folders expressions do not work in preview (I didn't test any of the other functions). Is this a bug or something that will not be possible with this WebView2 file system plugin?

    Construct's normal preview runs in a browser, not WebView2, so WebView2 features are not available there. You can however check 'Export for Remote Preview' when exporting WebView2 to more conveniently test WebView2 features via Remote Preview.

    2. Are there any plans on adding Linux support and macOS+Linux support for the steam plugin?

    Microsoft have not released WebView2 support for macOS or Linux yet, although they say they plan to. When they release support, we plan to also support it in Construct, and hopefully include support for Steam too.

    If not, what is the suggested work method for supporting all operation systems in the same project?

    If you still need macOS and Linux support, for simplicity I would advise to keep using NW.js for the time being. If you only need Windows support (and note that about 97% of Steam users use Windows) then I would recommend using WebView2 instead.

    Can a project work with both the NWjs and WebView2 steam plugins or will they conflict one another?

    There should not be any conflict.

    Will it be possible to use the WebView2 file system to save and read files in NWjs or will I need to have two sets of saving/loading events?

    You will need two sets of saving/loading events, unless you can use the File System object, which works consistently across both.

    3. Will it ever be possible to set a WebView2 app window to maximize in runtime?

    It's already possible via a custom wrapper extension, but support is not yet built-in. You can however request fullscreen on startup with WebView2 just like you can with NW.js.

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Ashley

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