Ashley's Recent Forum Activity

  • WebGPU was actually introduced with iOS 26.0, so the update to iOS 26.2 should not have changed whether or not WebGPU was used. If you think WebGPU is causing an issue then you can disable WebGPU in your project properties and publish an update to the app. If an iOS update causes a problem then generally that's good evidence that the problem is with iOS or Safari, so you might want to file an issue with Apple directly about that.

  • I think this may now be fixed in r467 - does it work for you there now?

  • Well, 0 means 0% loaded so means nothing is loaded and the project is not ready to run, and 1 means 100% loaded and so the project is ready to run. If there are no images to be loaded, I think representing that as 100% loaded is more appropriate. Otherwise if you write code assuming that if the loading progress is less than 100% then the user still needs to wait for loading to finish, then in that case the user will be waiting forever. FWIW this came up in this issue.

  • Construct keeps the tiles past the edge of the tilemap to preserve them essentially for undo purposes - if you slip and accidentally resize a tilemap smaller than you want, that definitely shouldn't erase all your work. So you can resize a tilemap smaller, then resize it bigger again, and see all your old tiles. I think everyone would agree that's useful.

    I do however agree that Construct shouldn't save all that extra data to the project. I think that is an oversight, and at that point the data should be truncated, much like nobody expects undo to still be there after opening a project, in order to save memory. That's straightforward to do and is implemented for the next beta. FWIW, that could have been filed as a bug report, as I don't think there is any case to preserve that data through saving and opening a project.

    I also went further and made it so the editor will only fully load all tile data for tilemaps in open Layout Views. When you close a Layout View it will then save the tile data in a more compact form until it is needed again, which should also mean the editor scales much better with large projects using tilemaps extensively, as it will only need to have full tile data loaded for your currently open Layout View tabs.

  • It should work - that error looks like a bug. Perhaps you could file an issue?

  • It will always be 1 if your project doesn't contain any images. It also only updates when the IRuntime "loadingprogress" event fires.

  • What issues are you talking about exactly? Has an issue been filed either with Safari or us? That is the best way forward.

  • It works fine for me. It's hard to say more without all the information requested for a bug report.

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  • Please contact Valve about the gamepad input issue - it appears to be the case that it works fine so long as you don't initialize the Steam SDK with Steam Input enabled, so it looks like it's Steam Input that is breaking it, and that's all Valve's software. I'd guess they can fix it, so long as you get in touch and report the problem to them.

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  • 1. go to editor.construct.net 2. Log in to account 3. Opening via cloud (dropbox) 4. Logging into dropbox. Sometimes it just opens as normal, sometimes it says "Not a valid file, please check if it is a .c3p file"

    I tried these steps and could open a project OK. I'm afraid it's probably impossible to help further unless you can either find a way to reliably reproduce the problem, or access the developer tools - perhaps you could try a different system, or talk to the system administrator.

  • The built-in particle rendering is fairly limited, because it uses a specialized rendering mode that is more optimized. It currently only draws squares, but you can always draw a non-square shape inside a square image. If you need additional features such as truly rectangular images, or other features like rotation or animation, you can set a Sprite object to be spawned as particles instead, and change those sprites however you like.

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Ashley

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