digitalsoapbox's Forum Posts

  • > When I launch the game on google Chrome it is working well, the gamepad is supported,

    > but when i export the project in a desktop build with NW.js the gamepad is not supported anymore.

    > (I tried test events using "has gamepads" etc just to check but nothing works)

    >

    > the problem seems to come from NW.js , so is there another way to make a desktop build ? or a way to do that NW.js support at least the gamepad devices ??

    >

    > Thanks a lot

    >

    > Mat

    >

    Your report doesn't follow the Bug Report Guidelines.

    BTW I've just exported and tested the Win64 export of the Gampad example (built in to C2) using the latest builds of NWjs and C2 which are C2 r239 and NWjs v0.18.1 (Chromium 54).

    Without this information, your report is not useful in any way.

    This is a known issue with Windows 10. As in, known by Ashley. It's a bug in NWjs 18.x: https://github.com/nwjs/nw.js/issues/5377

    That seems like a more helpful answer.

  • Bumping this so it doesn't disappear because it's a big, obvious issue.

    Ashley, any thoughts on this?

  • digitalsoapbox Grats mon! I hope I can finish another game soon and try that too.

    Thanks! Sombrero is 33% off for a limited time (that's just $9.99) and is already receiving updates, so get in soon before the price goes up!

    Steam page: http://store.steampowered.com/app/472690/

  • quote

    "what is the reason why you publish on Scirra Arcade"

    "I am talking about the games that hope to get revenue "

    I can only talk about why i wont put a game on the arcade for this specific reason.

    A couple of things.

    -------------------------------------------------------------------------

    1: (taken from the 2011 tutorial, i guess these limitations still count...)

    Limitations

    Currently the Arcade only supports the built-in plugins and behaviors, except for the platform specific plugins (like the Windows 8 object). Also, the Browser object has limited features on the Arcade: any actions which can navigate to a different page are blocked for security reasons. Currently all third-party plugins and behaviors are not allowed. We'll be looking to improve this in future by adding more support, but each plugin and behavior must be carefully reviewed first to ensure the Arcade remains a safe and secure place to play games.

    ------------------------------------------------------------------------

    So basically i don't want limitations on the functionality of my game.

    Making a separate version of the game just for the arcade would (to my logic) only be justified if the arcade means gold.

    Which i highly doubt it does.

    2: Go where the gamers already are on their favorite online platform.

    Scirra.com is mostly a site for active C2 game developers.

    Also in this case i highly doubt most (if any) outside "gamers" are interested in the scirra arcade.

    I don't know the numbers, but i have not seen anyone speak of it either.

    Ofcourse it is nice to show your game to other C2 game devs, but that can also be done in the w.i.p. forum section, and doing that, they can play the game as intended.

    No limits.

    3: Making money.

    If this is a goal, then (for me) this means only use the platforms where i can indeed sell my game. (example steam)

    Except for community building through a demo, which is Number 2: go where the gamers already are on their favorite online platform.

    Hmmm this means i am kind of saying don't use scirra arcade.

    In the case of "I am talking about the games that hope to get revenue " i think i am yes.

    I am biased about this maybe, but i think scirra arcade is great mostly for C2 user that are looking for feedback from other game devs.

    Personally i rather get feedback from non-dev-gamers.

    Don't know if anything i said here make's sense

    And no offense to any efforts scirra has made into the arcade.

    I love every thing they do, i just don't find everything as useful compared to my goals.

    But those are different to each.

    This is old info. You can use 3rd party behaviors now.

  • Sombrero is now LIVE on Steam!

    Trailer:

    Steam Page: http://store.steampowered.com/app/472690/

    Kyatric, can you move this to the completed forum?

  • C2 games have support for consoles? As far as I know it's just for PC (Windows, Linux and Mac)

    C2 technically has Wii U support, but it's probably not worth getting into at this point. And it mostly works on XBox One, though it's missing a lot of the necessary features to publish to the store - things like friends lists, achievements, and DLC. Ashley has discussed that here: https://www.scirra.com/forum/microsoft-are-asking-who-is-interested-in-xbox_t180305?&hilit=microsoft

    XBox One doesn't support the tech used to build the native multiplayer plugin, but some tests show Photon's multiplayer implementation works fine on Xbox One in C2.

  • Looks like a really polished project. Did you use the official multiplayer plugin from scirra? How is your experience having a publisher?

    Good luck.

    Thanks!

    I'm using Photon for the online multiplayer. It's much more straightforward to implement, is fully cross-platform with consoles (which the official plugin is not), and with worldwide regional servers, is a better fit for the kind of fast-paced online play Sombrero features.

    Working with a publisher has worked out well. While I can't go into any real details because of contractual obligations, having someone who has worked with and can hire translators for additional language support, as well as has an internal QA team and can bring on external QA testers to help squash any bugs, is extremely helpful.

  • The coming soon page for Sombrero is now LIVE on Steam!

    Check it out here: http://store.steampowered.com/app/472690

  • While it wouldn't hurt to speak to a lawyer about it, in the US a company's legal name is not necessarily the name they do business as: https://www.entrepreneur.com/encycloped ... ess-as-dba

    So, in the US "Company, LLC" can do business as "Company" without the LLC, or with a different name entirely. For example, Apple's full company name is "Apple Inc." and they do business as just "Apple." Google handled their name much the same way until shuttling everything under subsidiaries of "Alphabet Inc." to serve as a tax shelter. Another example may be a contractor named "John Smith," who does business as "Smith Contracting" and doesn't have an LLC/Inc/etc to operate under.

  • Colludium Chances are the Chromium team found a hacky way around the driver issue. It's also not a global issue, and seems to affect specific hardware configurations, and sometimes only affects wireless/wired, not both. Speaking of flagship, controllers don't work wired OR wirelessly on my SP4 at all without rolling back to years-old drivers, and only then after manually deleting the current drivers from the driver directory and installing drivers that could only be downloaded from an out of date site through IE11, so I think it's safe to say it could've used more testing on Microsoft's end. As it stands, I have XB360 gamepads identifying as 3 controllers at once, and XB1 identifying as 3 when wireless, 4 when wired.

  • If you've installed Win 10 Anniversary Edition, try manually uninstalling ALL of your gamepad drivers, and re-installing older versions (2009 for XB360, 2014 for XB1). The Anniversary update completely broke controller support in Windows 10 and Microsoft has yet to fix it. This issue also affects Unity/Steam/Unreal/etc. games.

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  • Dust off your brim, polish your spurs and get ready: Sombrero hits on October 27th!

    Press release:

    http://www.gamasutra.com/view/pressreleases/282741/High_Noon_Approaches__Spaghetti_Western_Party_GameSombrero_Coming_October_27th.php

    Teaser:

    Animated:

  • I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.

    It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.

    Is my thinking correct, in that using a single paster object would benefit rendering in this case?

    edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?

    edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."

    So I guess it only renders what is visible.

    If you have a lot of overlapping tilemaps, Paster is the way to go. Tilemaps in C2 are very slow and not all that optimized (compared to other implementations).

  • Problem Description

    Shadow light-generated shadows glitch and move, cast shadow towards light instead of away, when interacting with Tilemaps.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/142 ... wleak.capx

    Description of Capx

    Illustrates issues with Shadow Light cast shadows - position shifting and incorrect shadow casting.

    Steps to Reproduce Bug

    Use the arrow keys to move the platform object to the right towards the Shadow Light object.

    Observed Result

    The cast shadows will move & shift. In some areas it also seems to be casting a shadow towards the Shadow Light. The Shadow Light is not close to any objects and has a Radius of 0. The tilemap has a higher height (100) than the light (10). The issue also occurs with lights that have a radius higher than 0, or with the light set at a height above the tilemap height.

    Expected Result

    Shadows not to move, no "leaks" in cast shadows, shadows not cast towards light source.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)
    • Edge: (YES)

    Operating System and Service Pack

    Win 10 x64 Anniversary

    Construct 2 Version ID

    r233, r234, r235, r236

  • Under Layer properties , have you changed the scale rate from 100 or parallax from 100,100 ?

    Yep. Scale Rate & Parallax set to 0.

    EDIT:

    Ashley

    I was expecting to be able to manually scale a layer when I scale a layout, even if the Scale Rate is set to 0, or at least scale a layer through events even if the Scale Rate is set to 0. Is there any way to get this to happen? According to the manual, LayerScale is separate from LayoutScale, so I figured I'd be able to manipulate them separately - is that not the case? I notice for the actions to set layer scale it says it takes scale rate into effect, which may not always be the desired outcome.

    In short, I guess I'm looking for a way to scale layers while ignoring the layer's Scale Rate. Seems like it'd be a very useful feature and would simplify a whole lot of GUI stuff when changing layout scale or canvas res. Something that, if scale rate/parallax are set to 0, I can still manually set the layer scale.