mikehive's Forum Posts

  • Hey guys!

    My latest Construct game just came out on Steam today!

    https://store.steampowered.com/app/1023560/Cornflake_Crisis/

    Cornflake Crisis is an entirely hand-drawn, colourful platformer with lots of weird characters and stupid puns. You can play as lots of different cornflakes with unique abilities :D

    This game took me over two years to make as a solo dev and I poured bowlfuls of love into it. I hope it makes somebody smile :)

  • Never mind, I finally figured it out (only took eight days...) -_-

    For anyone else who has this problem, I solved it by using an older version of NW.js (I ended up using v0.44.5).

    Mac build of my game finally behaves as expected and has been submitted to Steam... phew -_-

  • Hello? Anybody home?

    I've looked into this at length, but I could really really use some help Ashley - if you wouldn't mind.

    I know c2runtime calls window.close(), and it seems as though the program closes but the window doesn't - or something. I've done a lot of Googling and tried experimenting with different nw.js settings and Chromium args in package.json to see if I can influence this behaviour, and I just can't get it to work.

    I'm supposed to be uploading my Mac build to Steam today and I still haven't solved this problem, which will cause me to fail Valve's QA for sure. If you have any insight I'd really appreciate it.

    Thanks.

  • Hi, not sure if anybody can help me with this.

    I've exported my game to NW.JS on a PC and transferred the build over to a Mac. I had issues getting it to run (as have many other devs historically) so I used the method of copying the Resources folder of my build into a new nw.js app downloaded to the Mac as detailed by Ashley here.

    This works fine and dandy, my app runs great and everything's gravy. Except one thing: "Close browser" doesn't work properly. It does not close the app, it just causes it to go to a white screen and then do nothing.

    This means my game cannot be exited using nothing but a controller, which is a requirement for passing QA on Steam. Unless I can solve this issue, I will have to scrap my plan of launching on Mac - so I'd really appreciate some help with this. I'm supposed to have the build done and sent off by the end of next week...

    Sorry to ping you Ashley, but, any ideas why this is happening ?? Is there a flag I can set somewhere, or something?

    Tagged:

    More than 15, less than 50. That's as specific as I'll go.

    Anyway, I appreciated their response but for my situation it just wasn't worth it.

    I'd be interested in greater transparency here. Obviously no two games are the same, but ballpark figures - was the porting cost £X,XXX or £XX,XXX?

    £XX,XXX :(

    Yes, who are these third party companies?

    I already reached out to the only two I'm aware of (Chowdren, and the company who ported Penelope) a long time ago. One of them doesn't seem to want to take on new projects,and while the other did reply to me they quoted a price for the job that, without giving away numbers, was completely bonkers (about 10 times the production budget of the actual game).

    In short, these are not real solutions. If you know of any other companies who do this work, please let me know - I will get in touch with them immediately.

    I won't be releasing on XBox, no. I don't have any reason to think there's particularly a market for my quirky cartoon platformer on there, and it'd cost me a lot of money (MS say it's "free", but iirc they require you to have insurance and a bunch of other hidden costs). Don' t get me wrong, I'm prepared to invest in a platform where I think I have a chance at recouping my money. I just don't really see the XBox as a key target platform for my game.

    I appreciate the response, but that just sort of underlines what I thought: I'm going to have to use another engine going forward.

    I think Construct is a great beginners engine and a good way to get into game development. But I don't think it's quite there as an engine for big commercial projects. I think a lot of game developers will hit a point where Construct is starting to hold them back and they can't really grow with it as they'd like. I'd love to be proven wrong though.

    You say you can't invest too much energy into chasing a particular platform, and I do understand where you're coming from. But then, you did put all your eggs in the Html5/JS basket. What are you going to do if none of the future consoles support it, either? You guys need to think real hard about this. Is this a platform developers can do real work with, or not?

    This is becoming a major issue for me too. I'm constantly getting requests on Twitter to bring my game to the Switch, and it's frustrating that there doesn't seem to be a way. (I reached out to the Chowdren people a year or so ago for porting help, and they told me they were too busy).

    So now I'm in the frustrating position of having a game that would be great for the Switch, and Switch owners are telling me they would buy, but I seemingly can't proceed because I made my game with the wrong editor.

    I love Construct, but the way I see it this is gonna have to be the last commercial game I make with it. If you can't use it to release on all the major platforms, what use is it really? Disappointing :(

  • I think part of the problem with the above examples is that realistic fire should always burn upwards - everybody knows that if you set fire to a stick and point the stick downwards the fire continues to burn upwards and heat your hands :) On the downward-facing parts of the wheel you have fire burning towards the ground, which looks weird.

  • I think maybe either we're not understanding the question or you didn't understand the answer. NW.js will export desktop apps that will work offline. Or did you mean something else?

  • Hey, thank you for the kind words! All of the art was drawn with Autodesk Sketchbook, exported as transparent PNGs for importing into Construct. Most of the art was drawn at the size that it displays on-screen (the game runs at 720p because honestly, this type of art really doesn't need 1080p) except for some of the really big background assets (mountains and planets and the like), which were drawn at 50% scale and enlarged in the C2 layout editor (this can work well for assets that are supposed to look a little fuzzy!)

    I was considering maybe making some behind-the-scenes videos at some point - don't know if that might interest you? :)

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    Play as a succession of happy-go-lucky cornflakes on a completely stupid hand-drawn platforming quest!

    Wishlist the game here: https://store.steampowered.com/app/1023560/Cornflake_Crisis/

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  • Thankyou, I'll try that!

  • No, your solution will add 1 ring every tick, which is what OP doesn't want. Making it a While loop will make all 40 rings appear in 1 tick. Otherwise, if the user has 90 rings it might take 1.5 seconds to drop them all at 60fps!