Aphrodite's Forum Posts

  • Prominent as far as I saw, this is only availiable for games that are paid ones on other markets, so it can be an afterthough decision in case the price is actually the issue preventing people from buying it (I mean, how many percent of users of the play store can actually buy a game, it requires a way to buy things off the internet, then there is the issue of how manynpeople are willing to pay), and that also means that all those completely free with ads game cannot be concerned with this, which should cut-off quite a good chunck of those designed-for-profit-only games.

    However the question is: is it worth it for the user.

  • Prominent I think that is the idea behind it, to make it worth it for people to create games with greater and more durable content, instead of doing cheap clones with ads (which does not help anyone), as making big games currently on mobile is.... kind of... not worth it economically wise.

    Also it can be seen as 9 player should play one hour to make you earn 1$, which is not that bad to be honest (sure, it will be less abusable than advert powered content, but I would not say it is a bad thing.)

    However I wonder how they can mesure said time without needing a constant internet connexion..

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  • Well construct is portable so, as long as you make sure that all files are downloaded first, it should work fine.

    Also I would be wary of having the license file in any kind of private cloud service, it may be better to keep it outside this folder and putting it each time in your documents folder instead (I may be paranoid).

    Also, the nw.js preview might not work as expected if C2 is used like that.

  • However you can wrap up said html5 with the differents wrappers directly (you can use crosswalk or node webkit with normal webpages too), however a simpler system using a webview could work just fine for actual webpages with no performances concerns.

  • Well... I don't have access to a comouter right now so I could not understand fully the event sheet (only read the xml file) however it seems that when score is superior or equal to 25, you set the milestone to 50, then when equal or more than 50, you set to 75, etc..

    I would have made it so:

    Set milestone to (floor(Score/25)+1)*25

    (Floor(25/25)+1)*25=(floor(1)+1)*25=50

    (Floor(50/25)+1)*25=(floor(2)+1)*25=75

    (Floor(26/25)+1)*25=(1+1)*25=50

    Floor is a system expression that returns the number rounded down, and can be typed directly in the event sheet.

    Floor(score/25) will return 0 for score between 0 to 24.99999.... 1 for score between 25 to 49.9999...

    Adding 1 to that number then multipying by 25 should makes the milestone being the next 25 multiple you can reach.

    If it is possible to actually score more than 25 in one tick(frame) then you should take that into account if the milestone gives you a bonus.

  • try to optimise your logic first (are there any dumb things you tell the game to do that are simply a waste of time? The case jayderyu made with disabling behaviours would be just that, if you game does not require that you update the positions of the ennemies that are far away, might as well "put them to sleep")

    Then try to see if there is something that is draining your performances down, if easily spotted, correct it without influencing too much your game if possible, if not spotted that easily, try to experiment and see.

    However micro-optimisation is not worth the effort when it comes down to fighting with the engine (if a flappy bird game doesn't run well because "not optimised enough", don't optimise it, changing engine would be a wiser idea in the long term, perhaps even mid term run, and since you have done a design work on your game probably, porting it over will hopefully not be as bad as it sounds), not saying it will not work though if you want it really.

    To be honest, micro-optimisation is something the engine should already be taking care off, if you feel it is not doing it's job properly, try to see for other alternatives, C2 is a web-based runtime game engine, any other use is not warranted to be perfect.

    Tl;dr try to see if the logic is flawed first, or incomplete ("we did not agreed on the fact ennemies should be doing things far off the screen or not, the game design doc we did said nothing about that nor the requirements, so what should we do?"), then profile the game and see what is bringing it to the knees, then see if you can work to make that better or if using another engine is a better choice.

    Keep in mind that this advice is applicable because of the fact C2 adds a pretty visible overhead due to its browser based nature, and this overhead can be tricky as, while great games can be done on a very limited system when we know it, here the knowledge of the system is not easy to understand as the browser layer can be really nasty or even not related to the hardware.

  • For the second question, as far as I know there are no ways to do it as simply as that unless you use the nickname plugin (I think it let's you spawn objects with a string rather than needing to select it, this string could be a variable to change the object actually spawned), I never used it personally.

  • I did though (actually I know) that you actually needed m4a files too... for internet explorer and safari, as there is not one single patent /royalty free format that works across browsers.

    Which is why the recommended way is to import a wav in C2, which will convert it to both ogg and m4a (or import both of them), unless I missed something and microsoft edge does have a way to play ogg vorbis files which could be the case, I just use http://html5test.com/compare/browser/ie-Edge.html as a reference.

    It is not that C2 support one format or the other, it needs both (the ogg is the main one that the editor uses, the m4a is a fallback for browsers that simply won't understand what an ogg file is due to a lack of implemented codec), it is also not a news.

  • A .capx would have been nice, as without it they will simply assume your files are not encoded correctly and close it wIthout investigation if they are able to make just one file run.

  • I am not sure it would work but perhaps pasting the layers with the canvas plugin, loading the result in a sprite, and setting it's size on both axis could work, however It could be really slow.

    Also keep in mind that 8:7 to 4:3 can work (as it is a slight change of aspect ratio), but 8:7 to 16:9 will not be pleasant for anyone involved (Manos is an exemple of a game that scales completely like that, and... it is disturbing), and as 16:9 screen are now something common, it is something to think about.

  • I'd say to stop worrying about being considered as a beginner by a FB groups without knowing the general distinction they make, as this "beginner" vs "expert" thingy lose its sense quickly (I would say your games can be improuved a lot, graphically and also gameplay wise, even though there are good bases you can go with a bigger things if you want with maybe more organisation(?), I don't think you are not able to do greater games at least)

    As colludium said, ask for the general criterias to know what to improve, or even if it is worth being in said groups (if it is only the amount of money made (which could be a possibility), it is not a direct reflect of quality but more like how much can people squeeze out of markets (I won't make the link to the "book about making money with flippa joke" but you get the idea). If it is about something more meaningful then, yes, it can be worth it to learn that and have a different opinion).

  • Most of the same kind of games seems to adopt a world-level environment.

    So in your case, imagine you have 240 levels, and can show 12 levels per screen, that would make 20 worlds, we can have a first screen that let's you select between 20 worlds, which would basically be "level 1 to 12, level 13 to 24, etc..", easy to navigate yet has a lot of options

    As the listbox too would be a pain to scroll too in that regard

    The other advantage is that most people won't want to play "level 98 again", but they may wanna play the "6th level of the asteroid field world"

  • The select level screen is just teasing me, like: "you see those big, shiny cells for each level? Well screw you! Use the listboxes at the bottom man!"

    Apart from that no big issues for now.

  • Mylon try to have a condition of the text rather than on a sprite to see if that makes it happen, as in your first exemple, one of the conditions and the actions are acting on the same type of object (heroes)

  • I figured it out!

    It's the *text*!

    Apparently if you zoom in too much when some text is on a zooming layer, the draw calls go absolutely bananas, and the browser will eventually crash! How nobody has run into this issue, I'll never know.

    Thankfully I've been able to replicate it in a blank project and I'll be submitting a bug report.

    Thanks for the suggestions everyone!

    Edit: Here's a link to the bug report.

    Interestingly, I would guess the same thing would happen if C2 could render vectoriel files, as the texture will increase in size and be processed each time in that too. (Kind of offtopic but still)