BluePhaze's Forum Posts

  • Let's see you can find my companies first game (made in C2) on Google Play (Root's Cubedonian Run), Amazon and Windows App store. It is also coming to Tizen, Nook and Windows Phone shortly...

  • Not to beat a dead thread... but I wanted to chip in here... I formed an LLC. The reasoning is that with an LLC you have some protection if you get sued. They can go after the company but not your personal assets. With a partnership or as an individual you have no protection at all. Your money and the companies money are the same. So if your app causes an issue that results in a court case, your own livelihood is at stake.

    With an LLC you can still file taxes as a partnership so you get to do your taxes the same way which makes it easier, but you do get a good deal of protection from the mean mean world out there.

    Also copyrights and trademarks can be lifesavers in the right situations. If your game suddenly becomes a hit, be prepared for others stealing your IP (Intelectual Property)... you need some protection. Just my 2 cents...

  • Hey all,

    I am a United States based developer and so far have been limiting my apps distribution in the app stores due to not being able to find much info on the various rules for import/export/taxes, etc... for selling apps to other countries.

    From what I have read it looks like Amazon, Google, etc... all convert it to US currency at the time of purchase so that it basically for me would count as a purchase from a US company. So now if that is correct, it should be fine for me to widen my distro to other markets and basically just select them all (other than the ones that require free apps or special certifications).

    Do any other developers (US based would be good to hear from as well) have any experience with any tax or import/export rules due to allowing google/apple/MS to offer your apps to other countries via the online marketplace? I just don't want to make a mis-step here.

    Thanks,

    James

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  • russpuppy have you had any luck getting Amazon Gamecircle to work with C2 games?

  • thehen Ok great thanks! Turns out I am still getting some out of memory errors once the game has been played for awhile... I am currently going back through my game and turning off any unnecessary collision detection and disabling solid behavior on objects that the player cannot touch. Not sure if that will help... the c2runtim.js is currently about 9-10MB after the base64 encoding. Not sure how to limit the memory usage any more than it is. ANy thoughts on other ways to save on memory?

    All images are png8 now and base 64 encoded. According to C2 (though I don't know how accurate it is due to the png8 and base64) the app is currently estimated at: 20MB Download and 69MB of Memory...

    I did the base 64 encode due to the game having horrible framerates on certain areas on WP8. On iPhone and Android devices it seems to run great (WebGL and/or CocoonJS) but since WP8 does not do layout by layout loading, I am assuming this is my issue.

  • Thanks thehen, after encoding if the original images are still in the images folder, do they still get loaded into memory with the game?

  • Yeah, I Have a WP8 version of my game that I am in the process of trying to publish but I have to figure out how to clean up all the extra stuff in the project that comes with the WP8 plugin that thehen posted. :) Do you have a link to the Nokia competition?

  • thehen so now I have exported all graphics as PNG8, ran the base 64 encoder tool and added the extended memory call. Everything seems to be going well.

    Now I just need to make sure everything is cleaned up. In terms of the license and developer info, as well as updating the name of the projects and solution. Any word on what all we need to remove in order to clear out any leftovers from the example in the project?

  • I get no sound in my first 2 layouts which is weird, but in all the others it works. Since I export separate projects for each platform, I just removed all sound that was not for windows phone and also removed all the non .wav files as well. I had to triple check all of my event sheets as I had a couple that were not used very often that had some audio object calls hidden deep in some functions.

  • I would do a couple of things, the settings in Construct 2 got reset for me during one of the latest updates, make sure that pixel rounding, sampling (linear not point) and all the other settings you usually do for your layouts are set back to what you originally had them at.

  • Alright, here is an update of my screenshots, these are also in the main thread for my game but since I always come to this thread first when on the site, I figured I would share. My game is live on the Windows 8 and Google Play marketplaces so these shots are from the final version. As always I welcome any feedback!

    Title Screen

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/TitleScreen.png" border="0" />

    Level Select Screen

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/LevelSelect.png" border="0" />

    Fighting a Spider in the Jungle

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/JungleSpider.png" border="0" />

    Root in his Arrow Dash form for crossing gaps and attacking enemies

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/ArrowDash.png" border="0" />

    Root in his Cube Slide form for getting through tight spaces

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/CubeSlide.png" border="0" />

    Root Collecting a heart (heals 1 health point) in one of the Pyramid levels:

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/Pyramid.png" border="0" />

  • Did you make sure you removed any of the standard audio object calls? If there is even one the game will lock up when it is hit.

  • Hello thehen, I had a few questions... How would I go about cleaning up the extra stuff in the project before submitting my app to the store. There are some extra files regarding the IAP as well as license info, etc... that I don't need as I will put my own in.

    Any chance you can cover the cleanup as well as the equivalent of adding the store association and other required info for the appmanifest? I want to make sure I am not missing any of your references, or info that needs to be removed before I upload my own app that uses your project template.

    I also tried doing the base64 encode and that shot my filesize on my .js up to 20MB from 3.8MB. Needless to say this causes the app to fail when testing on devices (Lumia 928). I am now trying to do some png compression tools, but am not sure it will work. any guidelines for tools to convert all my images over to png8?

  • *Update - Free Ad Supported Version now available in the Windows 8 Store!*

    I am pleased to announce that our first game "Root's Cubedonian Run" is now live in the Windows 8 app marketplace and Google Play! Root is a 2D Sidescrolling runner. Not an endless runner, all levels were built block by block. Our Hero Root fights the evil Radians across 16 levels while collecting gems and unlocking new abilities. The game was built using Construct 2, Spriter, Adobe Illustrator CC, Sony Acid Studio and Microsoft Visual Studio. Releases for Windows Phone 8, iOS, Android, Tizen and all the rest will follow within the week. Here are some screenshots of the final version.

    The game can be purchased on the Windows 8 marketplace here: Root's Cubedonian Run (Windows 8)

    And Google Play:

    Root's Cubedonian Run - Google Play

    Title Screen

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/TitleScreen.png" border="0">

    Level Select Screen

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/LevelSelect.png" border="0">

    Fighting a Spider in the Jungle

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/JungleSpider.png" border="0">

    Root in his Arrow Dash form for crossing gaps and attacking enemies

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/ArrowDash.png" border="0">

    Root in his Cube Slide form for getting through tight spaces

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/CubeSlide.png" border="0">

    Root Collecting a heart (heals 1 health point) in one of the Pyramid levels:

    <img src="http://dl.dropboxusercontent.com/u/138635871/Screenshots/Pyramid.png" border="0">

  • Thanks Ashley, that is what I have done, it just required a lot of extra logic for tracking the state of items in the game at the time of pause. I was just hoping that the Suspend/Resume actions that happen when the browser loses focus might be made available as states that you can set at will in order to implement a much better method of pausing. With setting timescale to 0 has some extra baggage with it that the browsers suspended state does not seem to have. It just seems like a much more thorough pause method that somehow keeps the state of all objects and picks up perfectly when it resumes. I tried forcing this using the browsers blur and focus actions but they didn't achieve that Suspend/Resume functionality.