Ashley's Recent Forum Activity

  • Writing to every .uistate.json risks causing saves to progressively slow down the larger your project gets. Construct currently only writes to files that have actually been modified, which means save performance scales well - you can have an arbitrarily large project and saving will tend to only affect a small number of files. Saving every file every time means if you have 1000 layouts, Construct will write at least 1000 files every time you press save. If we do that someone will probably then turn up and say "your latest update made Construct saves much slower for me".

  • Yes, we could add read-only properties for those.

  • Those properties are not currently changeable at runtime, so there is no way to change them either with event sheets or code. (They are used to slice the image in to 9 GPU textures which are then shared across all instances, so it would take some work to allow them to be alterable, especially if it was meant to work per-instance.)

  • There isn't currently a script interface for 9-patch instances. However currently I don't think there's anything to expose on its script interface, as there isn't anything unique to 9-patches that is dynamically configurable (see its event sheet features - there are no conditions, actions or expressions unique to 9-patch). Therefore as it stands it's appropriate that it's represented by the generic IWorldInstance interface. Was there something specific you were hoping to access?

  • Construct does save layer visibility and lock settings. I just tried it and it does work as I thought.

  • It's hard to tell from that, but my best guess is you have a browser extension installed that is interfering with Construct and causing problems. Try disabling any browser extensions you have installed.

  • If you run in to a problem please file an issue following the guidelines, as it's generally impossible to help from just an error message. In this case, the error refers to code that does not exist in the latest release, so it should not be possible for that to be happening there. So try updating to the latest release if you haven't already.

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  • pakyawan - your recent posts have some strange phrasing and in some cases incorrect information, which look like they are possibly AI generated. If you're using AI to write your posts, please note our Forum & Community guidelines do not allow that, and continuing to do so may result in a ban.

  • Take a look at the link I provided which explains how to check for errors in the browser console.

  • If you load the editor from editor.construct.net it always auto-updates. There's a complicated mechanism using a Service Worker to handle that which I think would be difficult to change, and besides I think it makes sense that the base domain always serves the latest stable release (it's not like a new user visiting for the first time wants to load an old release there). If you install Construct as a desktop app, it does exactly the same thing as the browser, so if you install from editor.construct.net that's still the update process you'll get.

    If you load an old stable release in the browser it does still notify you. I actually thought we'd already added a setting to cover that, but I must have forgotten. I've added a setting to turn off update notifications for the next release, so you can make sure loading old releases doesn't keep prompting you to update. Note however this does not affect the update process for editor.construct.net: as the actual files served there are updated, then it will still update you even if you turned off update notifications, and so the editor still also shows an update notification to tell you that's going to happen.

  • It would be extraordinarily wasteful if Construct loaded the same image 1000 times for 1000 Sprite instances. Therefore all Sprite instances share the same set of images. When you load an image from a URL, it replaces an animation frame in the shared set of images, therefore updating it for all of them. When you look at it that way, I think it works logically.

    The Sprite manual entry does note:

    All instances of Sprite objects share their animations. In other words, there is a single set of images comprising the animations which belongs to the object type, and these images are referenced by instances.

    To clarify the point about loading an image from a URL specifically, I've just added a note to that action:

    Note that as all Sprite instances share the same set of animations and frames, loading an image will replace the image for all instances of the object type. If you want to dynamically load images for individual instances, try adding animation frames and loading a different image in to each frame.

    That note advises what you can do instead. It looks like you linked to a thread about 2 years old, and I don't think dynamic animations were implemented back then, so you may have fallen in to the trap of digging up out of date information. It should already be possible to use dynamic animation frames to load images from URLs on a per-instance basis.

  • The error is "failed to fetch", which suggests some network request failed. Try looking in the browser console for a more detailed error message. If you send your project to supportgwm@construct.net we can also take a look.

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Ashley

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