alvarop's Forum Posts

  • Well done! Really nice little podcast. It is always nice to hear some background info about the developers behind the games. I have been developing with c2 for two years now and I had all the pains you talked about as well (trigger, bullets, ios, ...).

    I want to underline that people should start making games for fun. It is a lot of work to get everything done even with a small game (code, grafics, ux, signing, app store details, translations,...) and even if you get a quite nice game done the app store competition is really hard. I mean it is nice to dream about creating the next flappy bird but people shouldn't start with the monetization strategy without having anything playable.

    Starting with the tutorials and to ask the forum if you get suck is good advice. When I started using c2 I got very frustated first but then very addicted to it because it is not hard to solve the basic problems and to learn fast (I had a lot of little success moments with it). I also think c2 itself is acually a nice game in that case. Even if you don't want to create a game it is amazing to figure out new plugins, behaviours and methods. And scirra is releasing like every 1-3 weeks a new version. In times of spam I love to recieve a release note via email about a new version ^^.

    Totally. Making games should be, to some extent, a fun experience. And I also agree on the idea that Construct 2 becomes its own game, with challenges and problems to solve in order to make a fun game in the end. Release notes are the best emails I get usually, too.

  • Well, maybe your take on what's going on in C2, the new features and plugins that you think are awesome and we can extrapolate from there and start imagining how to use it, stuff like that. Anyways, let's keep in touch about that, I think it could work.

  • [quote:2iv69t7u]

    Are you planning on some different rubrics or or perhaps discussion points, to not just have a single "lengthy" conversation/theme ?

    My plan is to make it something like roguelikeradio or the game design roundtable, where it's all about the discussion and nothing like a radio show. We'll try to keep it more on "topic", but the format will be similar to those two podcasts I mentioned. Then again, I'm not against segments but I think the discussion should stay the centerpiece. And if you ever want to do the "what have you missed" thing on the podcast, it could become a segment (hehe).

    As for the iOS thing, I think it's still pertinent as we said we're going to talk about the world surrounding C2. Exporting to iOS is part of what being a C2 developer is for some of us and it is still an interesting topic. It was, of course, a bit off-topic for that episode, but still. So yeah, don't be surprised if sometimes we talk about stuff that isn't 100% C2-centric. It's a podcast for people interested in C2... and things around it. Your point is still valid and we'll need to work on that, a lot.

    We actually had conversation points and we followed a plan, but it just flowed as a normal conversation.

    Anyways, thanks for the comment and you're on our list (you were one of the first people on my mind, anyways!)

  • Yes! We really want the community to get involved and make this a thing. So leave us feedback, ideas, comments, etc. If you're interested and would like to contribute to the podcast, don't hesitate and let us know : we'll be glad to have you as a guest.

    This is a weekly thing, so stay tuned for more!

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  • So re-exporting with Intel XDK would fix the issue now?

  • Think about how much more are you going to use it. If you think "A lot" then maybe yes, it's worth it - merely because of all the usage you'll get from the features exclusive to the full-version.

  • Uhm no idea, but maybe if I can get a sample file to compare it it would be useful. DO you think you could help me with that? (Even by sending me one by PM)

  • volkiller730 Ejecta. Maybe I just configured some other detail of the info file wrong, but I'm unsure what.

  • Hello everybody,

    I have been trying to get my app on the iTunes appstore and it was rejected twice because of this :

    Your app has the UIFileSharingEnabled key set to true in the Info.plist but this feature is not functional.

    I thought I had fixed this issue in xcode by updating the value in the info.plist file, but it seems like it didn't work. I'm getting pretty tired by the process and was wondering if anyone could assist me so I can get the app up and running on iTunes.

    Thank you in advance for your help.

    As a last resort, I am willing to pay a small amount (I am on a tight budget) to someone in order to get the app on the iTunes store. But I'm sure some charitable soul will help me... right?

  • Let's give the guy some credit and accept that exporting to mobile devices is a pain. It is possible and takes work, but it is, indeed, a pain. Specially when compared to how C2 makes it easy to make the game itself. Exporting to mobile devices it is a whole other story.

  • IntelRobert made it very clear that they're working on it. So starting now, we'll be playing the waiting game

  • Check the Intel XDK experiences thread. IntelRobert answered this question today or yesterday

  • This is such a cool plugin. Tried the 2D demo and worked just fine. I wish I could learn the logic behind it to tweak it some more.

  • Yes and no. But when I'm playing a game and I'm suddenly really immersed and having fun without thinking about the technical aspects or game design aspects of it, I start asking myself : Why do I ilke this game? And how could I make my games more like this?

    I go back and forth between playing as a "game dev" and as a normal player. It just depends on what type of game it is and how much I'm enjoying it.

  • Hello guys,

    any news about the google vulnerability issue?