GG-Works's Forum Posts

  • [quote:10ro20zb]On a personal note: However "cool" it may be to test my game on an XB1, I'm not willing to convert my console and potentially screw up

    some retail games I bought just for that luxury...especially when my chances of creating a successful Indie game for it are very slim.

    It's always been my impression that Xbox One gamers hardly touch indie games. One exception was Super Meat Boy and Braid but most of the time indies are a no go on that console.

  • >

    > So I guess until someone makes such an engine with the intuitive event system that exports native, C2/C3 is still the best we got for 2D.

    >

    I'm keeping an eye out for Clickteam's Fusion 3, for this reason.

    If it comes out in our lifetime that is. Fusion 2 has been pretty wonky for me, especially for mid size projects. Not really having high hopes with it at the moment.

    C2 has it's flaws if you're trying to create something for other platforms, but it's the best web engine bar none. Outside that it has limitations that rely on third party exporters and compilers. I see the possibility of using C2 not just for browser games, but websites as well.

    I've learned that it's not limited to C2, but game engines and OS have a sort of give and take relationship. You could make an app and compile it for iOS, but then Apple will go change something months later and your game (and future ones) will no longer function until the engine changes or the OS reverts back. Chances are the game engine will have to make an update just to keep up with the OS changes.

    I was thinking of some ideas that C3 could take advantage of somehow, like some stronger animation capabilities that could rival or even surpass flash. It wouldn't be limited to just a game engine, but 2D animation that can be taken advantage of for creating web toons. Expand on C2s limited paint tools and give more creative freedom. Maybe go so far as to create like a mini vector art program since it's cleaner than rasterize art. Could be more than a game engine, but an animator's tool as well. Top it off, you can even use animations made within C3 for your games, apps, and web pages.

    Reason I was suggesting this is that there are many indie games that try to revive the old FMV interactive games of the 90s. FNAF, Her Story are two games I can think of on the top of my head. Imagine if someone could make the next "Dragon's Lair" or "Space Ace" in C3 if it gives you the possibility. Really usher in a renaissance.

    Okay, maybe I'm thinking too big. Carry on!

  • Not Unity. Since it says it was done with the help of bitfrost, it probably uses their engine:

    http://www.bifrostent.com/#technology

    The PSP and PS4 ports of their engine are likely kept to themselves due to a NDA with Sony.

    I am heavily curious what it would be like porting the game by yourself to Sony's platform, hope they at least give you some kind of walkthrough like Steam.

  • Bound for PS4 no doubt!

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    Unless I was under a rock, I thought this project died. Good to see it near completion!

    Why are people reverting back to older c2 versions? I am still using the latest version and it works fine with nw 10.5? Am I missing something?

    Well, I thought I had to since I've assumed the later versions came with Node Webkit 11+. Spent what few hours I had this week troubleshooting NW giving me errors and reinstalled C2, greenworks 3.0, NW10 for C2 and used the tutorial to roll back to 190 files just to get the game working again.

    The game even launches off of steam now, which it wasn't before. I think It had to do with still having the latest version of greenworks in which I thought I kept reinstalling the older version but I had to do a clean wipe of the programs listed above.

    This whole process is still new to me, but I'm getting the hang of working steampipe As for achievements: I'm still not getting them to pop up as I'm playing on the client.

    In C2, the achievement is in " " and I did the same in the API, perhaps there is a step I missed?

    EDIT: Ooh! So when entering the name under the API text box, I took away the " " on the name and viola!!

    Forgive the bump:

    I reverted back to c187. Installed greenworks 0.4.0 addon. Downside to the plug in is that I can't test the game in Node Webkit from C2 anymore, I have to export it and rework it to open from the Steam client.

    Now for my next question. Not sure if its breaking NDA for asking, so feel free to PM me if you have an answer. Some folks a few pages back have real achievements with custom images on said achievement in their posts so I'm assuming you have to upload your game to Steam or "app data" and edit each achievement to get them to show correct? After some issues I was able to get the game to run on my own client but nothing was popping up. So my guess is that's what I should do.

    Also, there is no way to rename the game once you submit it is there, it's going to show up as "nw" when other people play it?

    Sorry for the questions.

    So, I dug through my emails and found some older C2 versions I never downloaded and popped in 184. I was able to drag and drop the older greenworks plug in, restarted C2 and started adding achievements to the game. Unfortunately at this time I have to get to work so I want to experiment with this when I get home and let everyone know my findings.

    I'm thinking I'll need to roll back to an earlier version of C2 so I can use the plug in. If I uninstall C2 would that have any affect on my projects as well?

    Okay, one more question. So is the greenworks plugin not compatible with the latest C2? I went to the tutorials here:

    https://www.scirra.com/manual/158/third-party-addons

    which was an edit on this thread here:

    how-to-install-plugins-and-behaviors_t63985

    Dragging and dropping never gave me a prompt, so I tried the step above this and still no dice.

    Both available greenworks plugins give me an error message and C2 starts up without them. Am I doing something wrong or do I need to rollback C2 to an older version. I see talks about nw10 and 12, so I'm assuming it has to do with that. Sorry if I sound noobish.

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    GG-Works You say the game runs with the test App ID (123456) for you - does Steam show up inside your app? Like, can you access the Greenwork features inside your app? I'm asking since I cannot access any Greenworks features. So far, I consider it's because the default App ID doesn't allow that (would like to clarify if I'm doing something wrong?)

    I can confirm I get the message "Access the Steam Community" tab on the bottom right of the screen. Other than that I'm pretty green using this. I made sure I added nw.js on my Steam client and clicked on play from there.

    I don't think I've installed greenworks properly, I wasn't able to access anything else, just the tab popped up. I thought you can drag and drop the addon into C2 when you start but I never got a prompt so I don't think it's installed.

    [quote:frcd8uah]@dhoeke Yep the old SDK is the cause of that. But if you include an older one like the one here it will work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/100 ... am_api.dll

    Many thanks my man, I was having the same problem until I installed that. Also had to make sure I added the game onto steam (nw.exe) to play it and so far the game runs! Kind of a shame we have to rename it to nw.exe, but it's a small price to pay I guess. I don't have a proper appid yet so I'm using the default 1-6, waiting on some financial information to go through before I can officially begin.

    Thanks guys, I'll try this after work in a few hours. I'm literally at the last stages of getting the game on Steam.

    Hi, I'm sitting here with the game and downloaded both steam APK and the older version of greenworks. I'm a bit confused at the step that's bolded:

    [quote:20k41dsz]1. Rename package.nw to package.zip

    2. Copy steam_api.dll from Steamworks SDK in to package.zip. Note you must be using the latest version of the Steamworks SDK (currently 1.31).

    3. Rename package.zip back to package.nw

    4. Make sure the EXE file is called nw.exe. For some reason it doesn't work if the executable file has a different name.

    5. Create a text file named steam_appid.txt in the same folder as nw.exe. This should contain nothing but your app ID on Steam. If you don't have one yet, for testing it seems to work if you just enter 123456, but it won't work unless that file exists and has a number in it.

    6. Repeat steps 1-5 for the win64 version, except this time copying steam_api64.dll from the Steamworks SDK.

    7. Make sure Steam is also running and signed in.

    8. Start the app and test if it works.

    After renaming package.zip to package.nw, what does it mean by EXE file? I'm looking for an executable file, but I'm not seeing it. Is it talking about your game with C2s Node Webkit icon or something else? Do I need to actually rename the game to "nw.exe" just as typed?

    Thanks!

  • Try adding "Set Layout Scale" to the event sheet. I did this for my game to zoom everything out a bit since originally everything was too up close. I went from 1.0 to 0.5 to zoom out, perhaps if you did the opposite it should work to zoom in.

    So if were getting a game on steam would it be best to postpone adding achievements until a later date? I just had a game greenlit yesterday and was on the fence about adding them.