glerikud's Forum Posts

    is electron an alternative to nw.js and do they release updates faster?

    You mean this: http://electron.atom.io/ ?

  • Do you have any error messages?

  • am still concerned about the exe's though, after reading what you posted I've been reading up on it and it creates an installer for the PC and not a standalone exe which is really what I'd prefer (btw Gamemaker does output an standalone exe.. Although that said, I think I have more chances of learning to use construct 2)

    Just as zenox98 said: it creates a standalone .exe. No installer. It packs your game with Chromium, yes, but it runs out of the box, without the need to install anything. Sorry if I confused you with my previous post.

  • megatronx I also believe in having some more plugins integrated for some functionality will help a lot of users. But there's an other important aspect: keeping the event system as general as possible to make users able to design any logic with it if they choose not to use plugins (and I have to say that imo Scirra is already doing good on the latter).

    Personally, I'd love to see 3 plugins/functionality built into C3 (or even C2): MoveTo, Canvas and the ability to use normal maps for every sprite (maybe it would be best to include a new button into the animation editor just like the collision polygon and origin point buttons for normal maps).

  • Thanks for your help, I've downloaded the demo and I'm having a look at it now.

    I have one concern though. from what I've read (I could possibly have this wrong) Construct 2 cannot create standalone windows exe files? is that right?

    Thats quite a let down if true, I don't want to be forced to run all games via my browser, no offence intended.

    NW.js (formerly named NodeWebkit) is a built in wrapper, so you can export your game to Windows, Linux and MAC. It works by packing the Chromium browser with your game, so you can run it just as any other .exe files.

    Welcome to the Community! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I'd suggest what others said before me: try the free version of Construct 2 and don't hesitate to ask more questions. Also if you want to give Construct Classic a go (you may run into some bugs, that version is no longer developed), here's a link: http://sourceforge.net/projects/construct/

    Edit: If you're not into beta versions, don't use the r214 version, but the latest stable: https://www.scirra.com/construct2/releases/r212.2

  • I know native export is not something Ashley wants to do and I respect that, but I have to say, personally I would be happy to pay a *much* higher price for a C3 with native exporters. GMS goes for $799.99 for the full package, and I'd happily pay that (or more) for a stable C3 with native exporters.

    One of the reason I like Construct 2 is that I can reach tons of platforms with a 100 euro price tag (even if it's not native). The only software I would buy at that 800$ price is one that I will be able to use forever for my life, without any other cost. I'm not a company, not a business, just one developer. And I don't think I'm the only one here <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I don't mean any offense, but raising the price that high won't help even with native export.

    Also, people are asking for native exporters again. I completely understand their feelings and need for that, but it has been discussed several times on this forum that Construct 3 will not have native export.

    I think, In a few years there will appear game engine with perfect event-action system like C2 has and one-click native export like Unity has at the same time.

    This might be the upcoming Spark Engine (currently in pre-alpha development): http://www.spark.tools/

    Not to confuse with Project Spark from Microsoft.

  • For mobile you have to optimize your game like crazy. It means your code as well as you assets. You should use Cordova export and build it with Intel XDK.

  • I's like a game making sandbox, but it's no serious game development tool as far as I know.

  • It drops tons of "Error loading image" errors in console.

    Ashely Thank you.

  • I like the idea

  • And I just don't know why because C2 is able to make any 2D games. It's powerful and we have good selling platforms that facilitates for all of us. Steam is a mother for indie devs and a huge "self-publishing-promoting-InsertMore" with almost any need to pay. I don't understand why. It should be treated as a more importantly thing because why would someone care about invest so much time and effort to complete a good and polished game for PC if, in the end, scirra doesn't fully support the integration with the biggest selling platform for PC?

    I'd love to see NW.js being updated more often for C2. I don't see the point why 0.12.3 can't be downloaded from Scirra's site. Maybe someone can explain this to me?

    Also an offically supported Steam plugin is a must have. I don't believe Scirra can rely any more on the current state of the Greenworks plugin. They have to make an offical built-in plugin, and in my opinion for C2 as well, not just for C3. Do you want to get C2 even more popular? Then make it easy for developers to support the major platforms without having them to install an old version of nw.js and plugins manually. Sure, it's not a big deal to do, but for a newcomer to learn all the necessary steps, it could be bothersome.

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  • Got it to build the unsigned apk in Visual Studio 2015. Half the size of the IntelXDK build.

    Do a Cordova export from Construct 2. Create a new Cordova app in Visual Studio 2015. Drag the contents of your Cordova export into the www folder of your Visual Studio Cordova app.

    From there you can debug test it Ripple - Nexus and build it for android.

    I did a build with that method. I have no sound in my game but it runs the same if not better as it does with the XDK build. The APK size has decreased to 6MB (to the project's actual size) and started instantly on my phone.

    The game I was testing (on Google Play it has an XDK build): https://play.google.com/store/apps/deta ... incbub.rel

    The phone I used: Samsung Galaxy Grand Prime (Android 4.4.4)

    The problems, errors I've encountered during the testing:

    • No sound in the built project (I'm sure it's my mistake, because it worked fine using the emulator in Visual Studio).
    • Admob ads don't show (not a suprise).
    • Took some time fixing an enviroment variable for the JDK to make VS2015 able to start the JVM.

    If someone who has experience with Visual Studio could write a tutorial about how to build our projects with it and where can we find the settings releated to it (for ex.: setting the app icon) it would help a lot of the developers in my opinion.

  • What do you mean by poppin up your webpage? Opening it in a new tab?

  • if you only want to test it, VS2015 builds 2 apk : one is unsigned (and need to be signed by you) and the other apk is already signed with a debug key ready to be uploaded to your Android device.

    Thanks. In that case I'll definetly try it as soon as I have some time.