Aphrodite's Forum Posts

  • try disable minify script? see if works ... if not.. there might be a event sheet problem.. or a file in your game that will just take a bit longer to load.. which can seem to be stuck at 70% cause your bandwidth is to slow.. i had similar problems lately... was only a bandwidth problem for me... not sure on ur side

    The NW.js exporter exports all files in a way so an internet connexion is not needed, so bandwidth is out of the question. As for the event sheet, it is also out of the equation as this is about the initial l8ading of the game which will load things up but won't interpret them (unless maybe a custom loader is being used and cannot load, but I doubt it)

    I think I saw a similar issue in the past, will try to find it again.

    I think I found it https://www.scirra.com/forum/how-to-node-webkit-for-linux-and-mac-2015_t127201

  • It is (and was) only availiable to recognized wiiu developers, which afaik can only be done by filling a form and waiting for Nintendo to awnser positively to the demand.

    I am not a wii u developer so I am not as precise as others may be.

  • I remember playing it on the old arcade!

    My only real complain with it is that it is almost playable with a touchscreen but not quite (unless that is also true that you can't just drag it with the mouse and have to click around until it works, I know that touchscreen for web games is not yet a standard but for a game like I see it pretty much fits). And it is quite repetitive (different sizes perhaps?).

    While as a game, it is pretty much ... weak, I can see that being a minigame in a sokoban (since sokoban is about moving packages to designed spaces... I guess that could work out, and yes I have that weird sokoban obsession too).

  • As far as I could gather, cocoon (by that I mean canvas+ for android (?) and webview+ for iOS8) gives the best resukts performances wise, but (canvas+) can be a bother sometimes due to compatibility with C2 issues.

    Crosswalk is chrome for android, it just is, while it is also possible to use cordova plugins for a lower level control of the device, it is not a really powerful solution as far as perfs goes, and it adds a fixed size for every single project, even the tinyest one (basically adds the chromium engine on top of your game) however as far as I know it is completely free.

    Cordova (and phonegap) is basically having your game run in the device webview (although in iOS I heard issues were presents, you will have to search about that), jnder android lollipop, it is not good enough, under iOS8, it is not good enough, however there are quite a lot of plugins to add functionnalities.

    Ejecta, I am not sure it works with C2 anymore, I though it did not but I could be wrong, I still think it was not as good as webview+ on iOS8.

    I talk as someone who does not use any of those solutions (actually I kind of think wrapping a C2 game in those is stupid and using C2 only to go to the web export is the way to go, but that's just me), so the informations may not be up to date.

    All of those solutions can be used with in game advertisements, even though I don't know how or if there are issues.

  • Tekniko not sure it is actually possible to test out of the box with nw.js without a license (I could be wrong about that), with nw.js being a standalone chrome, if said issues affects all browsers on this machine it can be expected than nw.js will also have the same one. (Plus the fact he did not precised that nw.js was his target platform, if the issue occurs for its customers too, well, that is quite important.)

    PS: I should really find a way to not repeat nw.js every 3 words.

  • No Ogg files means the editor won't see them, it is strangely not a bug but a design choice, ogg is the main format C2 supports, m4a is just a backup in case the ogg file cannot be read by the targetted browser/wrapper, both files are always required for full support though, but ogg is required for C2 to let you select the sound in the lists.

    At least that is how it worked before, unless I misunderstood your question.

    Also no capx to demonstrate which can result in a close bug.

  • Over 10 projects will be pricey for some of the users, but I guess if someone goes as far as doing 10+ projects then they think they will have a return in investment.

    The pricing model of cocoon.io was actually a question that was unawnsered for quite a while it seems, nice to see they decided it finally (even though I never used their services).

  • It was removed a while ago, I don't remember the exact reason (I think they were broken), since then, I did not saw any news about it.

  • Can you not download the license from your account here on scirra and try that ?

    I am not to sure steam account holders have that, but I can download and import my license from: Scirra store >> bottom left, your downloads, then in this list is my scirra license, which I can download.

    Steam licenses are NOT compatible with standard licenses, which means the steam license cannot be downloaded from scirra, and vice versa.

  • I don't know, however you can use the nw plugin to write the save to a file if you need.

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  • Well... I have trouble getting over 1000..... I am not sure why, I may think about what is troublesome.

  • The lack of clear boundaries makes it looks like an early NES design, kinda like kid icarus:

    1.bp.blogspot.com/-xDP_E6S9yRU/TrU7z9AOY7I/AAAAAAAAE_g/61vbAoxiXHk/s1600/NES-kid-icarus.gif[/img]

    However the eyes seems... too "skin-colored" in my opinion, but that may be just me.

  • "What's limiting us from making 0.0001 x 0.0001 sprites and zooming in by adjusting the layer scale to see those sprites?"

    Basically: the actual on screen rendering size and texture size will be the limit.

    A texture cannot be smaller than 1x1 pixel (as... it is the minimum quantity of information you can have for an image., less than that would just be non-sense as the number of pixels a texture has is an integer), also, by having a 0.0001x0.0001 sprite object (not the actual texture) zoomed in 100 000 times or 0.1x0.1 zoomed in 100 times will give the same result as the rendered area will be the same and the texture size will also be the same in both case.

    If you wanted however to say reducing the texture size, well, it can be worth it in many cases, but be sure that it still looks good, as a 1x1 texture zoomed in will look blurry or pixelated (depending on the sampling), a gradient texture can be scaled down with the linear sampling yet still looking good for exemple, as the blur won't damage it much.

  • I am kind of affraid of seeing adverts on PC yet multiplatform games and applications... like really scared.

    But I guess it is still better to be up to date with the features they propose so I think it is still a good idea.

  • Agree'd on both, it is yet another thing in C2 that is "so close to being simply convenient but kinda feels short" and those changes would be a great start.

    Would also add that it would be nice to have a similar export method option to crosswalk (I think crosswalk is actually possible to build with some command lines, so incorporating it to C2 could make the export process just a one click export, sure cordova is useful as an export method, but if we had an option "create directly a crosswalk powered apk file", it would make it less tendious).

    Might be related to my suggestion : https://github.com/crosswalk-project/cr ... ne-Options