Ashley's Recent Forum Activity

  • Please don't go out of line and remember who your product is aimed at and who pays an annual subscription for it.

    The education market makes up around half our business. Teachers want features like the BBC micro:bit and have been excited to see it added.

  • I can't see anything wrong in what you've described. As ever, the quickest way to get help is to share a project file demonstrating the problem so we can try it ourselves.

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  • Look at the manual entry and you'll see loadImagePixelData() must be passed an ImageData object as a parameter. However your code passes it an array with four elements.

  • When you preview, only spritesheets changed since the last preview need to be regenerated. So if you preview, close, then preview again, the next preview should be very fast as it essentially skips the preparing images phase. So it should already be skipping the vast majority of images, and given that, the setting you propose would probably have little effect. It is also designed to limit how many spritesheets it processes in parallel, specifically in order to limit the peak memory usage and avoid out-of-memory errors, while also working in parallel making use of multi-core CPUs in order to process as quickly as possible. So I have to wonder why this is a problem for you - are you constantly changing large amounts of images in between every preview? Are you dealing with lots of extremely high resolution images or something?

  • To prevent abuse, both windows and iframes cannot normally assign focus to themselves automatically. The user must click or touch inside an iframe to intentionally give it focus. You can encourage that with a "click here to start" type button. Unfortunately as gamepads aren't able to specifically direct input to a window, I don't think you can use a gamepad to transfer focus.

    One exception may be that the parent frame may be able to transfer its own focus to the iframe with something like iframeElem.contentWindow.focus(). That might require a user input too, but I'm not sure, I can't remember the browser rules around that off the top of my head.

  • As fewer browsers support Ogg than WebM, if Construct exported Ogg, it would cause worse compatibility issues for publishing your project. WebM Opus is near-universally supported by all browsers now, and after years of resistance from Apple, is the only free and open audio codec to reach that point.

  • It sounds like you are using an exceptionally large amount of images. See the manual guide on memory usage - if you're doing something very inefficient you can quite often easily reduce the memory usage by 50-75%.

  • I don't see how changing when the suspend happens changes anything about what happens when it suspends. If you want to do something custom when the game suspends, use the system 'On suspended' trigger.

  • There's no limit and I can't think of any downside to having a lot of them other than it might be hard to organize if you have, say, hundreds of them.

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  • When I move to macOS for some testing I always end up getting the email client too, but it's because it's a different shortcut. Make sure you're really pressing the right keys and not something like control instead of command!

  • There is also a known issue with WebGPU that rendering fails on Intel Gen12 LP GPUs. See this issue.

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Ashley

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