Ashley's Forum Posts

  • The Windows Icon Updater only supports icons in the sizes 16, 32, 64, 128 and 256 (IIRC because those are the only sizes Windows supports). It should ignore icons at any other size, so those shouldn't affect the way the tool works. A new empty project includes an icon sized 512, and that appears to be correctly ignored by the tool for me. If it doesn't work with some specific project configuration, please file an issue.

  • It should just work if you do something like read or write a file name e.g. "data.json" with the picker tag "<current-app-data>".

  • Is that all they said? They've just responded by pasting part of a Steamworks SDK header file, without actually answering the question.

  • I'd guess your ISP was blocking one of the network requests Construct needed to make to load successfully. Perhaps if it had some kind of network filtering/privacy/security/restriction features then that might have been interfering.

  • You didn't share a project so my best guess is your events are wrong. See the screen recording example for a working example.

  • As ever, the place to go with such reports is the issue tracker. It looks like this issue was already filed and fixed,

  • I'm afraid the reason we have our bug report guidelines is because usually it's impossible to help unless you provide that information. So the best approach is to try to narrow it down to a minimal reproduction and file an issue with that. I'd also caution that if you dig up something from years ago, even with the same error message, I'd say it's best to assume it's irrelevant and your issue is different, especially if it was reported to have been fixed in the end.

  • r416.2 still seems to be launching fine for me. Perhaps try clearing your browser cache and reload it. Otherwise check for a more detailed error message in the browser console.

  • I just did a test build of a signed AAB and it worked fine for me. Perhaps your project is using third-party addons which are causing the problem?

  • To support the runtime running in a Web Worker, you need to use message passing between the runtime and DOM contexts. The ISDKInstanceBase methods like _addDOMMessageHandler() and _postToDOM(), and the corresponding DOM-side methods, can help with that. The domMessagingPlugin addon sample has some sample code along those lines.

  • If you have a project that no longer opens in the latest version of Construct, send it to us at supportkho@construct.net and we'll take a look. However I'd note it's not always possible to help, as problems can be caused by things like hardware failure causing data corruption, bad third-party addon updates breaking projects, and other outside causes.

    It would also useful to go through the releases page and find whether it really does still open in old versions (in which case you have a workaround for the time being), and which specific version it stops opening in (which is very useful information to have with any issue report).

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  • It's not feasible to document performance characteristics. Performance can vary across browsers, browser versions, operating system, operation system version, hardware, graphics driver versions, Construct versions, the project settings (e.g. WebGL vs WebGPU) and the specifics of what your project does. Anything we write may well only be true in certain specific combinations of hardware, software, settings, and project logic, and even then, what we wrote may become incorrect at any time as all those things change over time.

    As I described before, perhaps counter-intuitively, having an insanely fast engine makes relative differences seem worse than they really are. I think in many cases you're just seeing that effect. Ironically if Construct was much slower, changes would not seem to have much performance difference, and then you wouldn't have "performance quirks" - but everything would be worse overall. This is also compounded by the fact as I've described it's extremely difficult to come up with fair and accurate benchmarks that are applicable to real-world projects.

    I do believe it's true that for 99% of projects, these types of things just don't matter. Even taking your example with 9-patch: perhaps some settings mean it has to swap textures for each patch, versus rendering it all with the same texture. Changing texture may cause more draw operations (and may not, especially with WebGPU multitexturing). But so what? Going from 100 draw operations to 1000 might mean you are going from 0.5% utilisation to 5% utilisation of the overall system capability (which I must note that Construct's measurements won't accurately reflect due to the power management issue I mentioned) and so you still have absolutely loads of headroom left, and so you're wasting your time worrying about it. As I said the framerate is the ultimate measurement. If it still hits 60 FPS, it's fine.

  • I guess we can just make the plugin return both values, and then you can use whichever is appropriate. I just released v1.4.4 of the Steamworks plugin that adds the expressions SteamID64Bit and AppOwnerSteamID64Bit, which each return the ID via ConvertToUint64(), so if that's the one that works you can use it. However it would still be good to hear back from Valve to confirm that's the intended value to use (and not some other kind of ID - there's already 3 variants of the user ID and it wouldn't surprise me if there was a 4th!)

  • Subfolders should work. If they don't, please file an issue. If it's an older project, check the export file structure project setting - if it's the legacy 'Flat' setting, then it works as if nothing is in a subfolder; change that to 'Folders' and it will work as expected.

  • Well, I don't know what the correct code is, so you should ask Valve. It's their software so they must know the answer.

    GetStaticAccountKey() also returns a uint64 and its description says "Converts the static parts of a steam ID to a 64-bit representation." So it looks like there are two methods that could be a 64-bit Steam ID. I don't know which is the right one and I don't want to just change the existing implementation without knowing why, especially as that may be a breaking change. So please ask Valve to clear up the confusion!