Aphrodite's Forum Posts

  • > Don't do it, it's unethical and disrespectful to your customers. Contact real reviewers and let them do a honest review.

    >

    I mean the whole notion of paying for a review is idiotic, because how can you trust the opinion of the reviewer to not be biased when they are paid for it from the app developer??

    It just seems like marketing is so crucial (no matter how awesome your game is, if nobody knows about it... ) and a lot of guides from other successful indie devs mention how they spend $1,000 minimum on marketing their games.

    I never actually tried to market something, but marketing is a pretty complex thing, I think if really you have to make marketing for your games (which maybe you doesn't, maybe just finding let's players or reviewer to test your game freely can be enough sometimes), just find someone who can really do it for you, don't be fooled by spammers.

    If you want to propose your game to let's players, just ask them, the most you should do would be give them free access to the game at most IMO

    The $1000 things feels really weird, like, seriously, I think only people whom actually made a decent amount of money will spend that much in this, not someone that doesn't make money from anything.I could be wrong though.

  • Aphrodite

    that would be cool. I would love a Linux and Mac version so that when I get a Mac I can use C2.

    I guess maybe this threw me

    "to let it run on Chrome cross-platform? "

    is he referring to C2 running in Chrome?

    Yep, Native client is a technology that uses C/C++ libraries inside chrome from what I've understood, although i'm not sure off how many browsers have that, but the basic concept of C2 in browser is nice, however I think C2 doesn't use C/C++, but maybe I'm wrong

  • jayderyu : I think it talked about the editor itself, to have it cross platform (not only windows)

  • You cannot make the game download assets when needed (it will download all at once), however, C2 create an offline.appcache, this file makes the app totally offline after downloaded for the first time (it needs a little time to store everything permanently after the game is launched though), and so your app will load instantly next time.

    However keep in mind that the update to new version of the app should be taking care off, More informations about this can be found.

    For your images, try to not have them too big when not needed, also you can change the compression to lossy PNG-8 on some images, could save so download size.

  • you don't have to set the IP of your android device, but the one of your computer, the device access your computer.

    Also it is the local IP, not the public IP, Just set C2 with the IP of your desktop, then restart it as administrator, and preview, the local IP should appear in the url tab of your desktop, just enter it on your device browser/cocoonJS testing app, and should work

  • This post is interesting, I know that C2 will never go off track of multiplatforming (and so it'll not do only-mobile nor only-desktop, which is good), but I think it can improve even with that in mind.

  • It is not an easy question to awnser, first:

    -Not all browsers will recognize all gamepads, nor all PC players will have gamepad on their own, so never have gamepad only controls

    -Keyboard and/or mouse are mandatory if you target PC, at least for the one player that doesn't have 2 gamepads for exemple if you are planng a same computer multiplayer.

    -remember that some people can acces your game using a tablet, so if you can implement touch controls without too much hassle, do it.

  • Giving an ingame advantage for clicking your ads is still a dirty practice.

    Not only it is dirty but isn't also that against the rules? An ad is something you cannot say "hey click on me please", it doesn't work like that If I am correct, telling people to click it could theorically result in problems for the one who though of that.

  • > Read this tutorial: https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    >

    > Short version: Use Scale Outer or Scale Inner for resolution/aspect ratio and Anchor behavior for the HUD elements

    >

    That is the best way above, but perhaps more time intensive than what you need every time.

    My quick and dirty preference is:

    Screen resolution: 480x720

    Fullscreen in Browser: Letterbox Scale (not integer!)

    This will give you minimal black bars on the screen as it is a midrange setting. I'd rather have a little bit of black bars on the side (if any) than have the screen look a way it is not intended or show something outside the program window which could make it look really bad. Like I said, it's quick and dirty, but not bad. I believe people are a lot more interested in the look of something and what it does than whether or not you used every pixel on the screen doing it. Of course if every pixel counts, be ready to program for every situation-and good luck with that!

    CocoonJS does not support letterbox scale, and will revert to scale outer by default

    Also supporting multiple screen size is something that people should look into I think, some games it can be really simple, others a little more complicated, and other just impossible, being able to think about it is still nice

  • Problem Description

    ____ Hello, first of all thanks for looking into it, I'm relatively new to C2 but as I asked some help with a feature on the forums a more experienced user tried to help me but he told me to maybe post it has a bug. I will try to explain everything as detailed as I can:

    - I tried to make player's character actively pick up and drop objects in a 2D setting, after trying a while it did but it turns out when the character picks up the object, the item starts to shake and it never get to the precise position in which I wanted him to go in the first place.

    - So then user nimos100 looked into it and found out it was related to max falling speed, which for him it's not normal at all. - "if you run the game in debug mode and pickup the green ball then select the player and change Max falling speed to 0 then it stops jumping around.

    To me that doesn't seem to work correctly, the green ball being linked to the players imagepoint shouldn't get influenced by the players max falling speed. Also as you change the Max falling speed the green ball actually moves upwards, which again seems wrong to me,"

    This is a link to where this conversation occurred: (Ups, can't post it but the name of the post is "How do I make player pick objects.")

    So, to sum it up the problem seem to be the max falling speed making the item when picked up shake.____

    Attach a Capx

    ____ [attachment=0:355wk1ng][/attachment:355wk1ng] It's uploaded as an attachment. ____

    Description of Capx

    ____ It has a player and an item, it should pick up the item by pressing the "E" key, and drop it with "Q" key. The item, which is green should shake a lot when picked up, (which I don't want to but it happen) nevertheless the problem is this "object shaking is related to max falling speed of the platform behavior applied to player. ____

    As far as I can tell, If the player is on a solid object, that does not happen, the platform doesn't recognize the bound to layout as solid boundaries, and so it keeps falling and being replaced constantly, and this is visible through the object you are holding (with a max fall speed of 0, the player doesn't fall and isn't being replaced inside the layout, so that odesn't happen).

    The solution is to have a solid ground, however, I agree that the bound to layout feels weird sometimes

  • lol, that's all?

    And why works like that? that's weird.

    Well, thank you very much!

    On key pressed is only true at the moment you pressed the key (the next tick it'll be false even if you didn't released it)

    Key is down however is true when the key is down (I mean if you maintain the key it'll stay true, but will be false when the key is not down), the left and right movement on the platform behavior needs to be continiusly applied when you want it to move (since there is no "Stop walking" command, the fact it isn't going left means it stops going to the left for exemple)

    Kind of ankward to explain, I hope you understood.

  • I got another question about performance: should i add round( to the actual number (ex, when humidity is calculated) or only to the counter that displays the number in the UI? will any of them affect performance is some way?

    It shouldn't matter at the end I think, do what is the more convenient for you

  • If the assets are too big, you want to scale them down (in the image editor I mean), C2 downscale/upscale everything, so I think reworking the assets could be enough.

    You might want to consider having less detailes textures in some cases too if you still have issues regarding that.

    Also verify that it isn't the logic of your game that is the problem also.

    Hope that helps.

    EDIT: Not all phones are great for HTML5, I wonder if some can even reach 60 fps in some cases, so you might also want to see across several devices if possible.

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  • Aphrodite - I completely understand that. That's why I'm baffled what I'm doing isn't working properly.

    Does it matter when the for each is taken into account? Should it be a sub-event of the instance pick, or with the instance pick event; above or below?

    it matters, In your case I think you have to use it before the comparaison

  • The for each conditions is something that can be used when you are using a condition that does not pick any object (for exemple: compare two values) so you can pick all of them at once.

    The Else does not pick any object (cf. manual), so it will mostly compare for the oldest instance by default, but I think you can do without it in most cases (compare the other value of a boolean for exemple, etc..), I always try to make it that C2 take care of the picking.

    in fact, I use it only when it happens that I need it, which does rarely for me.