Mystwalker's Forum Posts

  • Buying art and such does not sound like a bad idea. Game templates and code, it's little too much for my taste. I for one, can do everything - EXCEPT - character sprites. This has been my issue for ever, I just cannot sprite that kinda stuff, it's a talent that I will never learn. I could benefit from sprites, spriters or sprite editors (people). Of course, there's also the issue of pricing, I don't like to be ripped off.

  • What is this madness?

  • SoldjahBoy: Reading this, it shouldn't be a problem. I do not plan on: Music and Sound FXs embedded. Sprites yes, and lay out elements too. These should not take up much space. I am not trying to make 3D here either, just 2D. The heaviest resources will be external anyway. I do not think it should be a problem?

  • I'd just like to point out that there's no such thing as a gig game.

    Anything that big would have an exe that's some mere megabytes, and the rest is resources.

    newt, this is the truth. What Ashley said about CC, that a 1GB game is too much, I dunno what he was referring to. I remember in my RPG Maker 2k3 days, I've made a 550MB game, and as primitive as RM2k3 is, didn't seem to have a problem. This game also had 120 layouts.

    The truth is that my game is big, because of the resources. I mean, music are the heaviest resources in the game, for the most part, some images might be big, but I plan to not make them to so, if possible. Sound FXs, there's gonna be a lot. Sprites do not weight anything significant. Sure, the game has a lot layouts, I dunno how this affects the performance of CC or C2. If you look at the right of This menu, all of those options, except for "Quit" and "Back", are all different layouts, in this menu alone there's 9. And maybe more layouts, INSIDE the options, but I'm not sure. Other than resources, what else can impact the size of a game, so greatly, that it is too much for CC or C2? Can layouts weight a game down?

  • Not to sound like an arse, but what I read in many of these comments basically sounds like: "This 20 pound product better let me make my epic AAA product to be sold on Steam, dammit! Also, yesterday!".

    Just to inform you: My "product" is not AAA and it's free. It's just a big JRPG, that will weight quite a bit. I expect it to hit the 1GB mark, but not sure.

    I have never talked down on C2, there's a reason I want to work with it, and that reason sure as hell is NOT that it sucks, even if it's only good for web games. But since it doesn't have an EXE exporter, then I cannot. Simple, no mystery.

    The main reason anyone says that it's not good for big projects, is because it can have it's drawback if you lack experience with it.

    You are more or less going to run into some problem or another, usually with the way something works (or doesn't work) and have to find creative ways around the problem. It is nearly always possible, and more often than not there are people here to help.

    I guess, be prepared to do a little learning with regards to "what not to do", and you can really make anything.

    Ideally start small, then see what can be accomplished. Maybe using CC as a learning platform may not be such a bad idea, since C2 works more-or-less the same way... it won't be "wasted training".

    I suppose it wouldn't hurt to give it a try. It's just I am undecided if I should use CC or wait for something that may never come.

  • In none of their communication has Scirra said that there would definetely be an EXE exporter.

    I guess a lot of us misunderstood.

    You give the example of PES and then "shoot" on casual gaming as being narrowing in audience size?

    I never said one audience is bigger than the other, I said it's a good thing to have both. Both are big audiences, and as yer post further proved it, very different from each other.

    If you want to make EXE games, then you should be using Construct Classic, especially at this point in time.

    If it comes down to it, I am gonna have to, or just simply give up. The reason why I haven't tried CC, is cos I have heard in several places, that is not good with big projects. If someone could shed some light on this it would be great. Also, what are the differences between one and the other, besides the obvious (CC and C2)? As of this moment, I am at a loss on what to do.

  • I'm with PixelRebirth on this. Bandwith issues aside (speed, capping etc), just the simple fact that some users bought a license on the understanding that an exe exporter would be available at some time.

    I bought the license on that understanding. I am not for all the hype of web games. I'm not the kind of person for that either. I think an EXE exporter is something no game making suite should be missing, for many reasons. for the web to get as good as an EXE, could take years, and the reason why I like software like C2 is for speedy development. I cannot make my game as a web game, it simply will not work, not as of now or in the near future. My computer is not that powerful, when I run simple HTML5 games, they lag, and that just makes it not enjoyable, I don't even want to go near bigger web games, it would be a nightmare. On the other hand, my computer has no issues running EXE game at all, for example, PES 10 runs just fine and 2D games are no problem at all. Like me, there are many, whose computers simply do not live up to the expectations of today's standards, yet, EXEs have given me a chance to enjoy these games, that if they were web games, it would be an impossible task.

    EXE people and web games people, are very different. I'm the kind that casual gaming bores me to death. I would think attracting all kinds of audience it's a better deal than just one kind.

    I would wait a year for the exporter, but dropping it would be like a kick where it hurts. Also, I wish there was some third party individuals willing to do the exporter.

    EXE Gaming != Web Gaming, it's just as simple as that.

  • Makes sense. I kindly thank you for yer time and help.

  • I'd wait until the next build. I fixed some issues with C2's export of audio files. If you still have trouble in the next build, and you're sure it's not browser bugs, maybe think about contacting your host.

    Okay I got it. Any idea why it works on DB and not on my server?

  • Ashley, well I'll be. The thing works on Dropbox..... I guess it's my server? I don't understand why. I am gonna have to to contact my server provider. *sigh*

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley, oh I see. I did add that MIME type just now, I am gonna try to see if it works at Dropbox. I just find it odd I haven't heard anybody with this problem, so just to be sure it is not my server, I will do that.

    What about the other issue where the application behaves erratically? Also, today I found out that this same thing also happens while in the editor! Sometimes, the project will behave the same way as it does in my server, ogg won't play and it stops reading my events. All I do though, is close C2 and re-open it, and it goes away. You might be right about it being a bug.

  • This would indeed be an interesting feature!

  • So first of all your server is serving offline.appcache with the MIME type text/plain - it should be text/cache-manifest for the offline feature to work properly. However, it shouldn't affect the audio.

    Ashley, okay, I checked the MIME types and I cannot see text/cache anywhere. Here's a pic of it.

    So I think I should add text/cache?

    y poking around in c2runtime.js, it looks like one of your audio files is:

    http://www.dsc.squareserve.org/Player/media/Goblins%20Marching%20in.ogg

    This is a 404 so won't play (if I got the URL right). Have you set up the MIME types properly as I described in my last post?

    This is odd indeed. The link you gave to the audio seems to be correct, but it does give a 404 error. However, I noticed that in my server, that link doesn ot have capitals, only lower case, and it does work [link]. About the ogg MIME type, I think it is correct?

  • Ah, I was wrong. The bounding box collision is only for Physics and doesn't seem to make a difference. I also think the pixel detection it's being too precise. Looks like the sprite it's going up and down stairs.

  • Ashley, link to the project. Sorry I thought I did. =

    The first three songs are the ones that work, the ones that have names. Click the play button and it will change to stop button, click again and it will change back to play, click yet again and nothing will happen.

    Number on top corner is the variable that makes button change states.