Aphrodite's Forum Posts

  • Games (not sure the alert works with the space)

    There are indeed lack of web tech support (like webGL not being availiable), and user mistakes, I do wonder though how to make them less problematic.

    I mean for the web tech, there are not a lot we can do (unless someone here can contribute to the development of browsers and wrappers).

    But for user mistakes and issues, maybe there are ways to make them less easy to do, as it has been said, it is easy to use wasteful ressources in C2, or to add behaviors that are not made to be compatible between them, etc..

    All of this makes me believe that, while C2 is not a direct culprit, the user does not feel he is doing something wrong, meanwhile, sometimes weird uses can feel wrong but are actually correct (like not using behaviors at all).

  • This topic was about a legal awnser more than a philosophical one, I recommand emailing the scirra support ( support scirra.com ) for an awnser that will be accurately representing how licenses works regarding donations, I remember that some cases are more complex than a simple "I make potentially money so I buy" situation (like winning a jam resulting in a gain of money, where in some cases buying C2 upfront was not needed at the time), and donations may or may not be one of them.

  • Egyptoon I like the share sugesstion (the others too, apart f4om moveto as I never used it so I do not know), and I would like to add that it would be nice to have the share for the html5 version aswell.

    Same goes for advertisements, why isn't this already present for html5 is beyond me, I can understand why IAP are not, but ads.. (not that I like ads, but consistency please).

  • Lunarovich

    "Developer mode for previewing

    By default Construct 2 only loads runtime scripts when previewing a project for the first time. Closing and reopening a project will cause Construct 2 to re-load the runtime scripts for all plugins. However, you can also set Construct 2 in to 'developer mode' which causes it to re-load plugin runtime scripts every time you press preview. This can save time during development since you can edit scripts while keeping a project open. To set developer mode, run regedit and open the following registry key (create it if it doesn't exist):

    HKEY_CURRENT_USER\Software\Scirra\Construct2\html5

    and add the key devmode and set it to 1 (DWORD value). Note this does not affect edittime scripts - these are only ever loaded the first time the editor starts up, so to reload them you must still close and reopen Construct 2."

    This may help you when editing the runtime of your scripts, even though it does not relate to the steam issue.

  • netsmartcentral there was indeed pretty much issues with ludei at the time, and none of them was ever solved until the depreciation, so in the end it is better that ludei is depreciated as it means scirra does not do anything to make it compatible (which was already something to expect) while ludei does things to be compatible with C2, which is actually how it should have worked in the first place, I remember that supporting canvas+ was the worst decision they made as it was completely broken for 6 months (not just jittering, completely impossible to use at all).

    In the end, you can use canvas+ if you want, as it is far more stable than it was, just consider that none of the exporters (other than html5) is actually supported by scirra, it is more personnal recommandations (based on facts sure but still), as none of them should actually be "an official exporter".

    More infos here : , keep in mind the context was not the same as today.

  • neversommer

    "why would the developer still mention that you can publish games to mobiles if it is the worst choice ever"

    lack of public communication is my guess, C2 exports games with html5+javascript features meant to run inside a browser, the thing is that technically mobile browsers can make them run (and they do actually), however, every single wrapper relies on this same exact process (browser +the game), and so shares the same issues a mobile browser has (with slightly more features if we want to be exact), even though other wrappers are specifically made for games, however, this is more "mobiles that support html5 and javascript correctly are supported, others are not" kind of situation, which is fine if you want to make small, medium or even large browser games, but not what the user will expect from an actual downloadable application from the play store.

    In the end, it is doable but takes time, and unfortunetelly, it can be tricky at times for some people, and you still have the "need to wait for something to be fixed by browser vendor X" which is just more annoying than with native, since native at least has more advantages when it works*.

    *for a browser based web game however, it is a fine situation.

    I hope I sum it up nicely.

  • Rhindon you mean this one http://www.scirra.com/labs/scirramark/ ?

  • I personally think like this:

    If there is a new browser into the party, it should normally respect the same specifications as the others (since the others should respect said specifications too), so I do not think the difference of "working or not working" should be that huge. As for mobile or not mobile, why not, if it works and people like it, it is not like it is an issue at all.

    As for the feature test, it indicates which features are supported by which browsers, not if any of them is fast, so a browser that support every feature / format / etc.. will not be faster because of that (it could still be).

    On my part I saw that browsers could react pretty wildly depending on the system they run on:

    -on my PCs, firefox is a pain, chrome is not as much a pain, opera was really fine but broken on some websites (according to other people using said computer).

    -on my tablet and my phone, chrome is just not good enough (html5 games not made with C2 an be unplayable, and even when made with C2 it is a no go for my phone),, while firefox is fluid and works great for every html5 game I tried on my tablet (and was at least decent on said phone).

    If we could have a browser that is not "the best for x, y and z platforms" but good in a consistent way across devices, as long as it is reasoneable, then maybe we could start thinking about it, right now, browsers are a mess (which is fine as long as you do not use them as wrapper, as the user choose the best for him).

  • A tilemap, outside of the context of C2, is an image that you can devide in shapes of fixed size, in each shapes, you have a tile, which represent something (there may be a more precise definition).

    Basically, it is fine for multiple reasons:

    -potentially less memory being used (as the entire map is loaded in memory, rather than each tile separately)

    -less file, and so less request to files (minor but I guess still nice to have.), and some tools helps you using them (like in RPG maker, where you can simply tile your world with a tilemap, or in C2 with the tilemap object).

    In the context of C2, the tilemap object:

    -helps placing tile of a given tilemap object easily in the layout view

    -benefits from some optimisations to prevent it from being too heavy performance wise (for exemple, what is offscreen enough is not even checked to be rendered)

    To import a tilemap in C2 (only tilemap based on rectangular shapes are supported), you need to create a tilemap object, set its texture to the tilemap you want, and then configure the size of each tile.

    More infos should be here:

    https://www.scirra.com/manual/172/tilemap

  • +1 as it is bothering that Inside the editor, when you drag an instance, it can be a waste of time to resize it as it should (first exemple:tiled backgrounds, you need a big one first, congratz, all of the next ones will be that big, even if you needed a smaller one...) or change the instances variable one by one just because the first one you created inside C2 was not the "default type" one you wanted to use afterwards to gain some time.

    Goes for other objects of course.

  • It seems, for this exact moment, to be:

    -cocoonJS canvas+ for android (fast when it actually works, and while scirra depreciated it, ludei started right after to do things correctly so it is useable, more infos can be gathered around)

    -cocoonJS webview+ for iOS8 (silverforce particularly seems to really use it and have not had issues with it)

    Crosswalk is not fine at the moment due to bugs (which are said to be temporary, but since it is with the chromium engine itself, you can expect it to be quite problematic until it is fixed in chrome and then integrated to the current crosswalk), once they are fixed it should be really fine (aka like it was before being broken), but since I do not know your deadline requirement nor your exact project, I would say not yet worth it currently.

    Phonegap is plain bad for android below 5.0, and with android 5.0, you have to expect the possibility that the webview may update and break your game one day.

    My guess would be that if html5 is not something you care at all, and if performances are really important, you go onto another engine, at least that is how I feel about the situation, I mean sure there are always dependence on third party, but as far as html5 wrapper goes, there are far too many things to consider for them to not break completely in one update For a specific engine For now at least.

  • My guess would be that, it picks the object before it is destroyed (in case you wanted to act on it before destroying it, like spawning object on it), so you would need a pick all between the on destroy and the picking condition.

  • I have no idea on how to disable this on NW.js I will admit, let's hope someone else knows.

  • I remember that browsers by default requires certain inputs presses on the controller for it to be registered as being here on the webpage, for "privacy security reasons" as they say.

    From the C2 manual:"

    To prevent allowing websites to track you by your available controllers, most browsers supporting Gamepad input will report that there are no controllers connected until a button is pressed on one of the devices."

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  • My guess would be that multiple layouts are not the tool you might be looking for in that case, but rather have one layout for, lets say the entire brinstar region, lock the camera inside the current room, and when you go through the door, samus stops inside the door, the camera moves from the current room to the other and locks inside it, then samus goes to the other side of the door, however if the ennemies continues to move, you might have the risk of them going inside the door and hurt you (which happens actually in the first metroid sometimes, not complaining but that was buulllllll*hit).

    Doing this however requires to manage ennemies and items carefully so the game does not have too many things to compute (being inspired by the original metroid on those choices can be a fine idea.), and I will admit this is not something C2 helps a lot with (Being able to scroll from one "layout" to another would be easier, but it is not possible).