Aurel's Forum Posts

    It seems there was a commit on May 13, fixing a path issue. Maybe this was the problem?

    https://github.com/greenheartgames/gree ... its/master

    Same here, I'd love to keep 10.5 for Windows, and try the latest NW.js for Mac and Linux to see if it fixes some problems these users have. Also, Penelope is launching in its full release in a week, so, eer, bump bump bump! : )

  • Yes, sadly dealing with 4 gamepads is always tricky (on any engine).

    I have no problem here on Penelope, but:

    1 - users are forced to press a button before being able to play the game (to make sure gamepads are correctly detected)

    2 - game rounds are super short, then back to the 4 players select screen > users are forced to press a button again to play > super short rounds, etc...

    3 - the game can be played with 4 players on the same keyboard, in case of gamepads problems.

    This way, I made sure to not deal with gamepad IDs that much. I avoided all the "player 3 will keep his particular color for many rounds" stuff etc...

    Call it lazyness, but 4 gamepads are always a pain in th. do deal with, I picked the easy way on this matter : )

  • It's nice to see more big C2 projects! Congrats on pushing its limits.

    Regarding your issue, some of us have the same problem with node webkit. (red loading bar on random ressources if there is more more than around +400 files).

    https://github.com/nwjs/nw.js/issues/33 ... t-88213231

    I never had the same issue on chrome preview, but you seem to use way more ressources than everyone here.

    it would be interesting to know if it's C2 or chromium related. Would you be keen to send your project to Ashley ?

  • Yes, it's not directly related, but I thought the parts about dropbox/google drive or "allow the game to run as an app once on a linux system" could help.

    Especially when I read you don't have a Linux system to test on.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I made a quick tutorial for Linux export here if it can help you. Mainly works for Ubuntu based distribs, but maybe you'll find something interesting?

    http://www.scirra.com/forum/how-to-node ... =linux+mac

    That said, you really should have at least one linux distrib running on one of your computers (dual boot or virtual machine) to check if your game runs ok. Selling stuff you can't test by yourself is a super risky business.

    (I dare to write this because I also took a long time before installing Linux myself. I'm absolutely not a Linux guy, but quickly realized it was mandatory to sell games on Linux.)

  • I do this very often (Penelope takes ages to launch in preview mode, so I work on new features like the 4P multiplayer mode in another capx then merge) and yes, it can be pretty long.

    I'm glad C2 can so easily rename objects and variables, that's already super convenient compared to real code / visual studio where renaming breaks everything, but easing this process could be useful for big projects : )

    KaMiZoTo Unrelated, but congrats for Medusa! < 3

    I just tried my best today, but 1h later, no luck as well.

    What I did:

    • downloaded + installed NW.js V12 (latest)
    • copy/pasted Greeworks 4.1 files over the old greenworks ones in plugin/exporters/html5/greenworks
    • from C2 r200 > exported the game, named it nw.exe
    • copy/pasted my steamapi txt in the nw.exe folder + steam api.dll in the package as usual.
    • result at launch: black screen.

    Did you had more luck since your last post, Ashley?

    I still got a few Linux and Mac users who have trouble to launch the game on their computers. I'd love to make some tests with the last NW.js to see if it could help them.

  • KaMiZoTo Yes, this! Medusa would be a fantastic bonus to unlock in Coin Op Story.

    Also, it's pretty easy to import a C2 project in another one using copy/paste of objects, variables and events sheets : )

  • Also, fun fact: a lot of game studios working on console exclusive games don't even bother to manage frameskip / delta time.

    If the game drops under the targeted framerate, then everything slows down (visuals, music, sfx, etc...). You'd be surprised, many studios don't give a damn at this issue and just optimize the game to be sure it will never drop under the framerate it's based on.

    Consoles have a lot of flaws compared to PC, but they really are a paradise on this side if the game is not set for PC release later.

  • Very nice thread, thanks a lot.

    After 2 years, here are the only 4 features I miss compared to GameMaker or other engines. These are the only ones which make the C2 workflow slower, or less efficient than the GM one for specific tasks:

    > Maximum size for exported textures. (<< the most important to me)

    In GM, you can specify a maximum size for the sprite sheets.

    It saved me a lot of time for the first version of Penelope when I was using GM.

    Telling the software "convert all my 2048x2048 and 1024x1024 textures to 512x512 max and then scale them properly on rendering" is a superb feature for multiple platform exports.

    Desktop version? Keep all in high quality for people playing in 4K

    Web Demo or Mobile version? Yes, shrink down my HD backgrounds, the game as to be light to load faster or to run on low tech phones.

    Having bad perfs on this system? Let's shrink everything to 256x256 max and see if this comes from the ressources.

    Super useful. In the next months we'll see people playing in 720p AND people playing in more than 4K on the same kind of devices depending of how rich they are. Being able to make tests to find the best compromise seems very important to me.

    > Automated spritefonts in C2.

    The spritefont+ plug-in is very great.

    But picking a font in GM and just say "yes, use this font" and let the software do its magic on the characters spaces etc... is so much faster.

    > Paths

    I'm using multiple Sine behaviors on the same object to achieve something ok-ish, or a waypoint system if I need something complicated, but most of the time, a simple Path system would be way, way more efficient and faster. The path editor in GM is pretty basic, but saves a lot of time for UI, cutscenes, flying enemies, visual effects like lullabies etc... With a tween param, It would also prevent the "let's use the lerp function even if I don't understand it that well" popular mistake.

    > Oriented particles and particles preview without waiting for your full project to launch. I guess it would only be useful to graphic artists, but the particle system is close to great, but not there yet. At the end of the day, waiting one or two minutes for each small edit and the lack of oriented particles force most of us to use standard objects for visual effects, which I guess was not intended.

    Thanks for reading!

  • Even the people that Ashley posted on his front page to showcase Construct 2's "capability" have said themselves they will not be using Construct 2 in the future for any more projects and that they are losing money because Construct 2 is incomplete.

    (...)

    I find it very ironic that on the Construct 3 page, there's one of the three developers that swore off Construct 2.

    Hi, I'm the guy on the C3 website : )

    Just to be clear on this subject, cause it's not that simple in my head.

    - Yes, I won't use C2 anymore for future big projects. Mainly because of the lack of (real) console exporters (< many devs really need this to make money now)

    • BUT I will continue to use C2 (and C3) to make PC only projects, smaller games, or prototyping. I've never been so in love with an engine from a workflow point of view.

    I know how to use GM (Penelope started as a GM project for 4 months), and I'm having fun with Playmaker and UE4 blueprints from time to time.

    It's great, but I miss C2 pretty quickly every time.

    - No I don't feel like C2 is a scam or something. I came here 2 years ago to ask "can I make this game for PC using C2?" and now my game is out and runs great using NW 10.5.

    Job done, as far as I'm concerned! Hell, the game even now has a boxed version! ( https://twitter.com/AurelRegard/status/ ... 8071988225 )

    Yes, as many I had issues to fix with this, but devs using Unity for consoles sometimes waited more than a YEAR to be able to export their games in a proper way. I know there is no magic tool to export games for multiple platforms.

    Making it to run on Linux and Mac is tricky, but again friends using Unity, GM or their own engine have similar issues, so I'm not complaining this much.

    [Every X days - Trigger Once while true] > - At the end of the day, I know I wish for something which can't happen (a +50 people team with a shitload of money to back them for native + console exporters). So now, I take C2 for what it is: a fantastic piece of software which allows to craft complex games at the speed of light on PC and Mac. And sometimes Linux. And small games / prototypes for browsers and mobiles.

    I have no regret, and I still LOVE C2.

    This is why I'm happy to be on the C3 website (note: I don't have any partnership with Scirra of any kind). I'm sure the UI and the logic will be as brilliant, maybe better than today. And I'll use it for sure for (yes, only a small part of) my next projects. I also deeply respect how Ashley takes time to answer here to mostly every thread where he's targeted.

    Since a few months, I have to answer 100/150 messages a day by email/twitter/steam forums. This is exhausting and life-sucking, I can't imagine how hard it is for him to do this for this long, and I understand he just can't profile every game on earth / fix all bugs with only 24 hours in a day. Aaaand, then back to [Every X days - Trigger Once while true] > cause at the same time I feel so frustrated to see such a great tool only based on html5 and only on a one man army.

  • I use a simple white streched 32x32 square sprite with the fade behaviour on it.

    I create the sprite when a fade is needed (+ "move on top"), and it's destroyed just after that, so I don't need any shader or additional layer / blending.

    Maybe this could work for you?

  • anata beautiful, thanks a lot for sharing. I think I'll use it for a menu of mine. Thanks again! : )

    You'll definitely have a few users launching the game twice because of the few seconds to fire it > having the Steam error "the game is already running" > looking in the task manager > not seeing anything related to the game > trying to relaunch it again and mess with everything > post in the Steam forums about your game not working.

    Not an important issue, but yeah, it would be nice to be able to call our games with their real names in the future.

    Ashley I'd like to make a few more tests using greenworks + nw.js 12. Is it safe to just grab the new Greenworks ZIP and copy/paste on the top of the old one, or would it be safer to wait for you to package it as a C2 addon? Thx!