AlexFrancois's Forum Posts

  • Hey Sang! Is the review app plugin still supported?

  • I'm not entirely sure, I'll give a try and report back.

  • Thanks for the info, that's a pain but it sounds like there is very little I can do, aside from hoping someone comes along with a simulate touch plugin, which as you said may be impossible due to security implications :/

  • I'm making a point and click adventure, and the fact that audio doesn't play on ios until the first touch in every scene is a big problem.

    Ashley suggests in the iOS article "Audio won't play until the first touch. However, this is not usually very important and can be easily worked around with a "touch to begin" screen that plays a sound when you touch it."

    In a game with few scenes this wouldn't be a huge problem, but as my game involves players moving from scene to scene, having a sign saying 'touch to start' whenever a player walks from the bathroom to the hall for example would massively break immersion.

    I'm wondering: Is there any way touch can be simulated in c2, be it natively or through an addon, and why is a first touch required?

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  • >

    > > AlexFrancois

    > > I've got thousands of images (lost track of count). So if thats the issue, mine will show it. Its nearly 12AM and I am coding a keybind UI atm so I'll test it on the MAC tomorrow.

    > >

    > Ah cool, I look forward to your results!

    >

    Tested it on my Mac Air 2014, it fails to load, stuck at the C2 loading logo/bar. That's a bummer.

    Basically we have no functional option for MAC with bigger C2 games. For smaller games, I know NW 0.10.5 works.

    Ahh, that's a real shame. I'm gonna give 0.10.5 one last try but if that doesn't work, I'm screwed!

  • AlexFrancois

    I've got thousands of images (lost track of count). So if thats the issue, mine will show it. Its nearly 12AM and I am coding a keybind UI atm so I'll test it on the MAC tomorrow.

    Ah cool, I look forward to your results!

  • > Great job on the testing! Any idea how 0.13 fares with the red loading bar issue on mac and linux?

    >

    Oh man I am really excited because this is potentially the first time that C2 for Desktop won't be plagued by nasty issues... the Holy Grail, it's nearly there, very close now.

    I can't test Linux, no experience with it at all.

    I'll test MAC tomorrow on my Mac Air.

    This NW build is really aggressive with memory cleaning, on layout change, within ~10 seconds it will call garbage collector and free up assets not present on the layout. It's nice to see memory usage drop back down.

    There is a small quirk, it seems to ignore the sound fx preload option as well as the Audio -> Preload event. But that's a very minor issues that can be easily fixed with a function call (to events to play some Sounds at -200 decibels, to "load" those sounds into memory) On Start of Layout.

    I also do function calls to "preload" sprites and explosions with lots of frames along with the sounds, and it's so good to witness a massive fleet battle between many AI factions running 100% fluid smooth. It's a thing of beauty now.

    I have many large ships including big capitals duking it out and hundreds of fighters swarming around dog-fighting, and it's zero jank, performance is outstanding.

    If I were to get a mac build of my game to you built with 0.13 alpha 6, would you be able to give it a quick try to see if it gets beyond the red bar? It has over 900 images so it will give a good indication whether this is still a problem!

  • Great job on the testing! Any idea how 0.13 fares with the red loading bar issue on mac and linux?

  • I'd have to agree with sqiddster about trying unity, after working full time on a game for over two years, it's pretty devastating to realise that your hard work will be let down by a bad wrapper/chromium bugs. It's also pretty crazy that don't have an official steamworks plugin yet.

    That said, smaller projects should be mostly fine, just don't make the mistake of making a point and click like me!

  • Hey Tetriser got an update for the list, sorry, I'm terrible at keeping active on the forums! I released my game Orbit HD on steam in April, and The Slaughter has been greenlit for a while

  • TiAm NotionGames

    Reinstalling both NW and C2 seemed to fix it.

    Did you fix this by reinstalling nw 12 or 10.5?

    Awesome, I'll be eagerly awaiting this!

    pending the Ashley's reply, the plugin is finished (if Ashley reply yes it's already done) and have the following basics features:

    - support NW12.0

    - support steam SDK 134

    - works on win32

    - works on win64

    - the black screen issue is solved

    - condition "steam is available" works

    - "active achievement" action works

    currently working on advanced version with the follwings features:

    - added condition trigger "onclearachievementsuccess" -> DONE

    - added condition trigger "onclearachievementerror" -> DONE

    - added action "clearAchievement" -> DONE

    - added condition "isCloudenabled" -> DONE

    - change condition "issteamoverlayavailable" -> DONE

    - added condition "isCloudforUserenabled" -> DONE

    todo: add "getNumberOfAchievements" expression

    Sounds awesome MadSpy we're really in desperate need of a working greenworks plugin, hopefully Ashley will approve this asap.

  • lunarray

    Load and Save support! You have just made my life considerably easier, thank you so much!

  • Thought I'd bump this as I'm having the same problem with a big project too. This is happening daily now, with the project randomly switching from a project to an autosave without any notice. I only realise when I notice the project title has changed. It's resulted in a lot of lost work.