Chadori's Forum Posts

  • Problem Description

    This is the NWjs for C2. I downloaded it from here : NWJs for C2 https://www.scirra.com/nwjs

    v0.20.0 (Chromium 56) [Requires r217+]

    [NWJS v0.20.0] Touch doesn't work well, far from well. I have a .capx below that shows it. I have installed the latest version for a long time now but I just tried to preview my project now.

    I have noticed that in every update of NWjs, the touch is getting more and more unusual but I didn't mind (I thought at first that it was my ultrabook that was at fault but my touch is working fine on chrome so it wasn't. My ultrabook's touch screen is still working fine.) until the latest version of NWJS.

    +This is only isolated to NWjs since Chrome's touch is still working fine.

    Attach a Capx

    https://1drv.ms/u/s!AjcW2ueud6qp3AWqN14b-aK1K1K3

    Description of Capx

    It's a touch dragging test.

    Steps to Reproduce Bug

    • Touch Drag the black squares.
    • Then Touch Drag the black squares simultaneously. There are 10 black squares for further analysis using your 10 Multi-touch points.
    • Notice the effects.

    Observed Result

    Single Touch Drag: The Black Squares are dragged initially but stops getting dragged afterwards.

    Multi-Touch Drag: Other Black Squares fail to be dragged. The Single Black Square is only dragged initially but stops getting dragged afterwards.

    Expected Result

    Touch on NWjs for C2 to work properly like on Chrome.

    Affected Browsers

    • NWjs: Yes

    Operating System and Service Pack

    Windows 8.1 64-bit

    v0.20.0 (Chromium 56) [Requires r217+]

    Construct 2 Version ID

    Construct 2 r243 Beta Release

  • This isn't actually a Construct 2 bug - it's because Chrome now requires HTTPS support to allow fullscreen mode. Chrome makes a special exception for localhost, but LAN IPs don't qualify. You can work around it using Chrome dev tools and a wired connection with port forwarding, which means you get a localhost address on the device too, but it takes a bit of setup.

    This is a freaking disaster! So in other words, Preview on LAN is now worthless.

    So now we have to export every time we have to preview on mobile, this makes things a hundred times harder.

    I guess C3's mobile support is a great idea after all.

    But more of C2's features is depreciating as time passes.

  • Problem Description

    It simply doesn't work when previewing on LAN with a mobile phone. But works on Desktop.

    +Updated Chrome Mobile and Chrome Desktop.

    Attach a Capx

    https://1drv.ms/u/s!AjcW2ueud6qp3AQBNBeHHVHUne3Q

    Description of Capx

    The event with Touch + Browser : Request for Fullscreen (Scale Outer).

    Steps to Reproduce Bug

    • Preview .capx on LAN.
    • Use Mobile Phone for playing.
    • Touch to request for fullscreen (scale outer)

    Observed Result

    It doesn't go full screen.

    Expected Result

    It should be in full screen.

    Affected Browsers

    • Chrome Mobile: YES

    Operating System and Service Pack

    Windows 8.1 64 bit.

    Android 6.1 Marshmallow

    +Updated Chrome Mobile and Chrome Desktop.

    Construct 2 Version ID

    Construct 2 r243

  • Thank God I didn't upgrade yet!

    I believe this is an isolated case.

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  • Just a theory but as I know the Scirra website, once you log in to another device, you get logged out from another device.

    If my theory is correct, we might be getting logged out frequently because our accounts are being infiltrated.

    Or Scirra is having website issues with cookies.

  • nikkyoryzano Can you PM me your price for a single Company Logo? A Logo that is compatible as a favicon.

  • It's because Android is more open and cheaper and IOS is *ohh brother so many restrictions...

    But when it comes to paid apps, I bet more on selling it on IOS rather than Android.

    But for "Free to Play" and ADs i'd go with Android.

    It depends on where you want to market, to the people who spend money or to those who sell their information.

  • We already have a Google Play plugin, but I think it also runs in to issue #1. We aren't currently working on anything new for GameCenter, but we could look in to it later down the line.

    Wow. This seems promising. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Ashley , can you add this feature to the GooglePlay Plugin?.. So far, no one has been able to implement this feature to their third-party GooglePlay plugin. But I assure this is one of the most important feature for Android. Especially for multiplayer, syncing and with-IAP games.

    Google Play Saved Games:

    https://developers.google.com/games/ser ... savedgames

    Original Forum Post:

    request-google-play-saved-games_t125260

    Intel Plugin: https://github.com/01org/cordova-google ... s-services

    This feature will enable sync of data stored in an android device to other android device logged in to that account and stored inside their Google Drive. It's so great that you don't have to host your own server. Just use their own Google Drive to store data and it is even inaccessible, so no one can cheat on it.

    A big issue in making an android game here in C2 is that saved state are also deleted after uninstalling the game.

    We need this feature Ashley please.

  • RobertoFreemano

    The website isn't updated for years. But the blog and forum are.

    Blog:

    https://www.scirra.com/blog

    Forum:

    general-discussion_f191

  • I guess this is for the developers - but if anyone has insight on this, please answer.

    I'm excited about C3...Q: but will we be able to run the (program) on Linux? My love for Windows died a long time ago and I've be reluctantly running C2 on win7.

    Thanks,

    Roberto

    It's browser-based so whatever OS it's on doesn't matter.

  • I suggest using Surface Book. It's expensive but it's a pure tablet + a laptop.

  • >

    >

    > Any issues you run into with XDK will likely exist with any other web-based exporter, because you don't have control over it, and if you're doing anything it's not expecting the build will fail. The idea that Scirra will be able to provide better maintenance than Intel? What makes you even think that's possible, given the resources of each company?

    >

    > If you want the option to optimize your builds as much as possible, you're better off installing node.js, cordova, java & GIT on your local machine and compiling locally, which takes much less time and doesn't require uploading your assets to a 3rd-party server (that may potentially be unreliable), which is going to be configured to support a more generalized build as opposed to something specifically for your game projects. Reliability aside, if you're working on a bigger project, uploading over even a fast connection adds a lot to the build time - whether you're using Cocoon, XDK or Phonegap.

    >

    > Once set up locally, Cordova isn't difficult to use, and just requires a few command-line options or your setting up a batch (.bat) file when you want to compile. If you're interested in doing this, install in this order: java, GIT, node.js, then Cordova. Installing Cordova last allows it to set up the connections to the other components automatically and no manual configuration will be necessary. Plugins can be installed from the command line/powershell, and I'm sure there's a GUI-based installer for them as well if you're more comfortable with that after setup.

    >

    I just don't believe it's possible to achieve the same performance as Canvas+ does with any exporter/wrapper, none of them seem to disassemble the inner workings and recompile as well, or whatever the hell it does. Would self compiling with a batch file improve performance? And by performance, I obviously mean fps. I don't believe optimising code could improve matters to the point where xdk or a batch file build would ever reach the smooth, fluid gameplay cocoon is providing, but it should.

    No, doing the build online or offline is just the same... The performance won't change.

    The performance is only influenced by your code, the engine, the device, and the wrapper.

    Changing build options won't change anything but changing wrappers is another story...

    Changing from IntelXDK to Cocoon.IO or vice versa would change performance.

    But finding the best performance wrapper is up to you.

  • Any issues you run into with XDK will likely exist with any other web-based exporter, because you don't have control over it, and if you're doing anything it's not expecting the build will fail. The idea that Scirra will be able to provide better maintenance than Intel? What makes you even think that's possible, given the resources of each company?

    Nope you don't understand... Scirra is not hosting a new wrapper, what in the world are you saying there will be better maintenance on Scirra compared to Intel... Try reading it before answering. I did not say that, in fact you said that!

    I said :

    And since we are in a cloud subscription, the exporter is supposed to be well maintained so there would be lesser bugs and no more workarounds for supporting third party plugins and building.

    That means, if you have tried exporting before on C2 for Cordova and building it on IntelXDK, in your case I'm not sure anymore... You'll notice that there are bugs on the export files of Scirra that needs workaround for supporting third plugins / core plugins during building. For example: The InAppBrowser plugin, before you have to manually edit the config.xml but now that Scirra has better connection with Intel (If the blog post wasn't false advertising) and we can safely assume that any updates on Intel, the Scirra Exporter would be updated also especially that we are in a subscription method, so maintenance should be reliable.

    If you want the option to optimize your builds as much as possible, you're better off installing node.js, cordova, java & GIT on your local machine and compiling locally, which takes much less time and doesn't require uploading your assets to a 3rd-party server (that may potentially be unreliable), which is going to be configured to support a more generalized build as opposed to something specifically for your game projects. Reliability aside, if you're working on a bigger project, uploading over even a fast connection adds a lot to the build time - whether you're using Cocoon, XDK or Phonegap.

    Once set up locally, Cordova isn't difficult to use, and just requires a few command-line options or your setting up a batch (.bat) file when you want to compile. If you're interested in doing this, install in this order: java, GIT, node.js, then Cordova. Installing Cordova last allows it to set up the connections to the other components automatically and no manual configuration will be necessary. Plugins can be installed from the command line/powershell, and I'm sure there's a GUI-based installer for them as well if you're more comfortable with that after setup.

    That is too advance for non-programmers... I know most people here using C2 aren't programmers and only want to make games.

    If they were, they'd be using Unity by now.

    Do you expect they will have time or at least interest in learning this? No!

    In fact doing this manually might even be more time consuming and inefficient and more unreliable if you don't know what you're doing. Do you think you can outmatch Intel's build option? Then you make me laugh! You're not even neart trustworthy compared to Scirra I'd rather go with C3's Export + IntelXDK's build.

    And how come you know it will be unreliable, you haven't even tried to use it... In fact, no in the community has.

    , Zebbi was asking about the benefits, not your build purportedly build option.

  • > Short Answer : No.

    >

    So, benefits? Besides less effort?

    The Export would become more reliable than before since it will directly be connected to IntelXDK.

    But that still depends on what kind of exporter it is. Whether it is single click build inside C3 or a separate program from C3.

    Another benefit is that we can file bug reports directly to Scirra if their Export isn't working. So lesser excuses from Scirra.

    And since we are in a cloud subscription, the exporter is supposed to be well maintained so there would be lesser bugs and no more workarounds for supporting third party plugins and building. It should be as easy as pie to export if Scirra wasn't false advertising. That's the greatest benefit.

    But regarding the performance... It stays the same.

  • Short Answer : No.