Ok, then that is really weird.
Because the C2 exported UWP only opened for me finally with R50 (I have not tested 46 to 49).
Well, If anyone is interested, here's my simplified Xbox Live publishing list:
1 EXPORT UWP FROM C2
2 OPEN SLN FILE IN VISUAL STUDIO
3 SELECT THE JS FILE RIGHT BELOW IT
PROJECT PROPERTIES
TARGET - LATEST SDK
(install via program/features/modify vs
individual components)
MIN LOWEST SDK 10240 for now
4 RIGHT CLICK SLN FILE ->
Manage NuGet Packages
Browse Tab
Type in search Xbox Live
select this package
Microsoft.Xbox.Live.SDK.WinRT.UWP
install
5 R CLICK JS FILE
Store-> Associate App w Store
change any CPU in VS next to green button
to x 64
6 test in simulator
hit green button
play on local machine
you will get an error
but it will create
appmanifext.xml file in bin/x64/debug folder
7 open appmanifext.xml file in bin folder
w notepad
add .0 to version
needs to be x.o.o.o
exit and restart vs
8 test in simulator
hit green button
play on local machine
9 when ready
double click package.appxmanifest
and fix final details
10 open appmanifext.xml file in bin folder
w notepad
add .0 to version again
needs to be x.o.o.o
11 when ready for upload
R CLICK JS FILE
Store-> Create app packages
-------------
"You can't make games for Xbox 360 anymore, for years now."
Then why on Earth is C2 advertised as working best with the Xbox 360 controller? For the old Xbox 360 crowd connecting to pcs?
This is really confusing. I mean Xbox One and Xbox 360 controllers are supposed to be exclusive to the 2 consoles.
And new Microsoft Xbox One controllers play with C2, at least for me best with a deadzone of 20.
Used Xbox Live 360 controllers, at least the Elite wireless one I tested, play best with a deadzone of 25, and yes there is a noticeable difference, and while users can sometimes modify these specs on their own with Google code depending on how their controller is performing, I would not gamble on everyone being able or willing to do this.
Ok, so apparently I missed that the live program is only for Xbox One. ****So the old Xbox 360 crowd has no access to it via their consoles?**** If so, that is crazy. Why would Microsoft cut off such a large part of their audience?
I'm dealing with something else that is pretty crazy. So far, I've only been able to do one perfect build of the game, with the errant portion of the capx always behaving as expected, but I've had to make a few minor changes to another portion of the capx (completely unrelated).
Is there a way to splice 2 builds together? Because I don't know why that one is holy.
I noticed there's a C2runtime.js file in VS. Is that where the event code from C2 resides? **Would any other files need to be copied over?**
Of course, presumably the holiness would not be gone from them.
Alternatively, I guess I will have to experiment with some more builds and hope the holiness carries over to one of the new ones, so I finally have a fully stable build for the Xbox 360 controller. (The new things I added were just time delays for clicking [see below]. This was not an issue with the Xbox One controller I tested I recall, so, if these games are only being made pretty much for the Xbox One crowd on their consoles, then I might just go with the holy build and be done with it (but scrap the Xbox 360 controller as being compatible). Of course, I did use a wired brand new Microsoft Xbox One controller connected to a pc, not a wireless one, so I'm hoping there would be no issues there??? But that might not be the safest course of action. Some built in delays (see below) are usually a good idea.
I've noticed when using input from the Xbox 360 controller to advance layouts (on any button click), it's best to build in a delay, so the input does not advance more than 1 layout in succession. I've used 1 sec so far, but I have not had a chance to experiment with lower times that would work, which would make it look better, not like an input bug. ***Have you had a chance to experiment to see what the lowest delay time would be that would still work?** Basically, I just have a timer and a condition when time> or = 1 sec, that's when button press advances to proper layout on menu press, etc.