Eisenhans's Forum Posts

  • What Linux distribution do you use?

    Node-webkit is plagued right now by being built against an ancient set of libs. So for example every ubuntu after 12.10 won't work.

    To get the exact error don't click on it, but navigate to your exported files with a terminal and start from there.

  • Check out Spriter http://www.brashmonkey.com/spriter.htm and its connection to Construct2.

  • I suppose any one will do, since you don't use advanced features like automatic code merging etc. at all, you just check in new versions of files. We use Git, but that's only personal preference.

  • First, I don't know how to solve this particular issue.

    That said... you are *NOT* supposed to just save onto the same file. You are supposed to check that file (or the project directory structure) into a versioning system.

    So whenever a bust like that appears, you check out your last revision and lose only the difference between the current revision and the one you checked in last. I know that this does not help you right now, but you really need to consider starting to work that way.

  • Welcome back.

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  • But you can.

    You just cannot distribute to *every* Linux distro. You have to be aware that if Node-Webkit "fixes" this, they will cut off all the legacy distro users, like Ubuntu LTS, Centos/Red Hat etc.

    You won't have a one-click-fits-all export for linux, ever, if you have external dependencies. You will always struggle to get it working for certain distros. You found the reason, why closed-source desktop software is so sparse, and why the linux landscape in its current form is basically irrelevant to the gaming industry.

  • [quote:1ommx42q]Linux returns that libudev.so.0 dependencies are missing.

    That is because most modern distros (Ubuntu 13.x and up, Arch, Gentoo etc.) have a newer version of this lib.

    So basically node-webkit itself must be linked against the newer ones, to be able to run on those distros out of the box.

    Unfortunately you can't do anything about that yourself.

    You *could*, on your own box and for testing purposes, create a symlink to the newer one and pray, that the different ABI does not break anything (this is not recommended. Not. One. Bit.)

    You could also try to get ahold of the source of the older lib, build it, and LD_PRELOAD it in a wrapper script.

    Both methods require some deeper linux knowledge though and are unfit for deployment to customers.

  • The smallest, still monetizable game I ever made with C2 took about a long day's work (12 - 14hrs), half of which was used for graphics. I used only a few sounds and did not make them myself, they came from a free repository.

  • So is this: http://steamcommunity.com/sharedfiles/f ... =252299679

    The problem in this case really isn't the engine, but everything else. It's an enormous undertaking.

  • See attached screenshot.

    The node-webkit export comes with C2, no extra software needed.

  • There is also a tutorial covering further customization using a loader layout, if the aforementioned logo exchange is not enough:

    https://www.scirra.com/tutorials/318/ho ... ng-screens

  • Short answer: you won't get rid of the stutter completely, if you drop below 60fps. Currently there's no way (to my knowledge) to make a construct2 game feel smooth as soon as you drop below the magic mark.

    What people usually do is adjust their expectations and make games for mobile where the stutter is less disturbing (for example, smooth, slow, horizontal scrolls are super critical).

  • Of course for mobile games. Crosswalk is exactly that. A browser engine wrapped into your APK to play back your html5/JS-game. That's what the whole thing is about.

    The different sizes between Crosswalk and cocoonJS come from the different implementations (CocoonJS has a lot less features and overhead than a full browser engine). But you will never have like: a 1mb APK, because one way or the other: there needs to be a rendering engine packed into it.

    That's the fundamental difference between APKs from a HTML5-engine like Construct2 and a natively developed Android-game.

  • The size overhead comes from the fact that the browser the game is running on is going right into the package as well. This is normal and expected.

  • Well, depending on the game, this isn't a problem at all.

    Most games that can be made in a sensible, optimized manner right now do not really suffer from that. The only case where it is really annoying is when you need super-smooth scrolling. It will be a while until that type of game can be expected to run on a really wide range of devices, if created with wrapped html5. Those you can safely do these days, single screen action games and puzzles, are quite forgiving when it comes to those micro-glitches.