Ashley's Recent Forum Activity

  • I went to did a demo of the game and it crashed on my laptop.

    Both WebView2 and NW.js use the Chromium browser engine so in theory they should work the same. If you could file an issue for a WebView2 crash (ideally with a minimal project - you could just fill it up with dummy video content if you need a lot of videos to reproduce the problem) then I'd take a look - anything that blocks people moving over to WebView2 is a priority for us to fix.

    But more importantly, I need to be able to save files like every game does to the UserFolder located in "C:/Users/UserName/AppData/Roaming/GameFolder/"

    The File System plugin supports that with the Windows WebView2, macOS WKWebView and Linux CEF export options, using the picker tag "<current-app-data>". (You can also use "<roaming-app-data>" but that's Windows only.) See the File System manual entry for more details.

    My only concern was that perhaps the downloaded content could be copied, kept and dissected even after the remote preview ended.

    In theory the content downloaded via Remote Preview could be copied and kept. You'd probably need a specialist tool though. If you trust your testers it's probably OK.

  • First of all it's worth asking: is this really a problem? Modern devices all have loads of memory, and it doesn't look like your project is that image heavy. So long as the peak memory usage is reasonable, then optimizing it is actually a waste of time - you may as well spend your time on something more significant.

    So is your peak memory usage actually a problem? If so the first place to look is our guide on memory usage which includes general advice on optimizing it.

    If you really want to adjust Construct's spritesheets, there are two things you can do: the main one is to adjust the project advanced setting Max spritesheet size. Lower maximum spritesheet sizes will allow finer memory loading granularity which can result in lower peak memory usage, but at the expense of efficiency (reduced runtime performance and increased download size).

    The second thing is to make sure you've organized all your objects on to layouts appropriately. Construct has an algorithm that tries to group objects used together on the same layout on to the same spritesheet, in order to avoid situations like having one spritesheet with content from several different layouts that are never used together. If your project doesn't abide by that (e.g. by placing everything on the same layout) then Construct doesn't have any clues about how to group objects together and so that algorithm will prove ineffective.

    I'm skeptical that any feature to manually adjust spritesheets would really be useful in practice - with its current design, Construct frequently discards and regenerates spritesheets as you edit your project. So any manual changes would likely be quickly reverted. Even if there were other ways to permanently specify how spritesheets were arranged, as you continued to edit the rest of the project and Construct continued to automatically regenerate other content, I'd imagine it would be easy to accidentally end up with a set of spritesheets that are actually less efficient than if you just left Construct to do it automatically - and that might be after having to spend a long time to manually tweak everything. It doesn't seem like a good thing to spend time on when designing your project, especially if the peak memory usage is not really a problem to begin with.

  • Remote Preview will download similar resources to an unminified export of your project. I'm not aware of any tool ever having been developed that could reverse even an unminified export back to a Construct project, but it is theoretically possible (although a lot of details would go missing, like comments in event sheets).

    If you export your project with advanced minification, it makes it far harder for anyone to reverse engineer it. I suspect (but don't know for sure) that it is infeasible to develop a tool to reverse advanced minified projects back to a complete Construct project - we've specifically designed it to make sure this approach scrambles all the key details of the project. I'd guess it's more convenient for pre-release testing to export an advanced minified copy of your project anyway, as the Remote Preview URL only works so long as you keep the Remote Preview window open, so your testers will have to load the project at the same time as you.

    I'd also point out NW.js is deprecated and is going to be removed from Construct in the next few months, although it will continue to be supported in the next LTS release to the end of 2026. It will be far easier to switch to the other export options before you release your project, since otherwise you risk losing things like Local Storage data. So I'd suggest switching over and using the File System plugin for local read/write functionality, as that will be supported indefinitely.

  • My advice is to add a JSON project file and load it with AJAX. Then you can use a dedicated editor for your JSON data without having to worry about how to properly escape JSON strings in expressions, which is quite fiddly.

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  • As ever, please file an issue for such reports so we can properly investigate them.

  • The Array object has a number of features intended for one-dimensional arrays, because it's a particularly useful case to have a list of items. Push, pop and shuffle are some of the features oriented around that usage, but they can also be applied to 2D and 3D arrays.

    If you want to shuffle a 2D array, you should be able to do that by shuffling twice, first on the X axis (shuffling every row), and then on the Y axis (shuffling every column).

  • You can use the 'Enable/disable collisions' action in the Physics behavior for collision filtering.

    Integrating a physics engine with Construct is an advanced topic with lots of complexity. If you are asking for a simple code example, you probably won't get one - it's going to be complicated. As others have advised, by far the easiest thing to do is just use the Physics behavior, which already uses the Box2D physics engine. It also uses a WebAssembly build of the original C++ code for maximum performance.

  • (Moved thread from Construct 2 forum to Construct 3 forum)

    For what it's worth - Construct updated to use the Google Play Billing library v7 in r394, which was released over a year ago in June 2024. All releases with a higher number include the update, including r397.6 LTS and r440.2 stable. Exporting your project with any of those versions will then use the v7 library.

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  • It looks like possibly it's a Construct bug, but I'm afraid it's not possible to help from just that information. If you can file an issue following all the guidelines, we could then investigate.

  • That's a third-party plugin and not the responsibility of Scirra. You'll need to contact the addon developer.

  • See the Addon SDK documentation on Cordova plugin dependencies. C3IDE is a third-party tool so I cannot provide any advice about that.

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Ashley

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