NoSoul8's Forum Posts

  • It's now sometimes happens on the desktop C3 version aswell.

    I just launch a browser tab preview, and when i get back to the editor it is sometimes greyed out and inactive. I have to press E (new event hotkey) and close it to get it back to life.

  • Cold Shell - arcade action RPG with room customization.

    A screenshot from the act 2 boss fight

    Steam (wishlist here) > https://store.steampowered.com/app/1080680/Cold_Shell/

  • Here is a screenshot from an act 2 boss fight.

    I am moving forward, but keep forgetting to post the progress here :)

    Got a Steam link >https://store.steampowered.com/app/1080680/Cold_Shell/< for wishlisting purposes :)

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  • I carry on, yeah

  • "That doesn't make any sense, it's running the same code in the same browser engine."

    I agree. Since it's a toxic bug (with no solid steps to reproduce) and, as far as i can see, it only affects a limited number of users, my best bet is to wait for another stable release to properly retest it.

    Meanwhile, since i am unlucky enough to be affected, i will stick to any workaround that actually works, even if it makes no sense.

    My wild guess is that the editor can grey out or hang if there is a considerable ammount of events and objects in it. E.g. my current game is 4000+ events and 900+ objects.

    Anyways, i will get back to reproducing it with the next stable C3 version.

  • In addition to editor being greyed out after i do preview, it sometime fails to close the preview loading window. Making it impossible to save project if i hit preview before saving my recent changes.

    Still no steps to reproduce - it just happens from time to time.

    BUT

    I've tried to install C3 editor as a desktop app from chrome - and the greying out and hanging loading issues are gone. I consider it a workaround.

  • I still encounter it on pc, chrome.

    I has no reliant steps to reproduce, just somehow happens from time to time.

    And i am very dissapointed with it still being a thing for months.

  • Got an updated

    also added the link to the OP post.

    Have fun playing and let me know what you think :)

  • I have updated the first post with some fresh screenshots and a new gameplay trailer.

    Here's the trailer, to save you a click :)

    Subscribe to Construct videos now
  • Ashley i have just encountered that issue and made a screenshot attached below.

    NOTE: i have dark theme and preview in browser tab turned on. Using google chrome browser.

    Steps to reproduce:

    1 open your project

    2 start a preview (it will start in a new browser tab and google chrome will auto focus it)

    3 When the preview tab is fully loaded click back to the C3 tab - it will be dimmed (i don't know what that means)

    I've attached img=40590 a screenshot, but after i've edited this post it stopped displaying smh.

  • I carry on the development of Cold Shell.

    Just want to update this topic a bit. Was sort of busy cutting through tons of bugs, to make the game better.

    I'm not as active here, on the forum, as one should be. But try to keep up posting weekly on my twitter - twitter.com/Brutal_Muse_S

    Also i collect wishlists on my Steam page - store.steampowered.com/app/1080680/Cold_Shell

  • tgeorgemihai about the showcase lackluster.

    There are several tens of great and noteworthy indie games on Steam, that were developed with Construct. Most of developers just don't share their used engine details, because average player cares not about it.

    The next penelope was good and stuff, but take a look at it's Steam page and compare it to another Construct made games i know of. There is a crude formula (reviews * 60) to have a hint at sales numbers (you can google for it - it's used by several steam related sites for estimates).

    The next penelope has 108 reviews 77% positive (108 * 60 = 6480 copies)

    Catmaze has 244 reviews 84% positive (244*60 = 14640 copies)

    Tokyo Dark has 582 reviews 89% positive (582*60 = 34920 copies)

    Catmaze was developed with C2 and is business wise like 2.5 times better than TNP. Tokyo dark is like 5.5 times better that TNP.

    TL;DR: there are Construct made games waaay better that TNP, but somehow when you think of good Construct made game you think TNP. I have no idea why other great games are not showcased, but my closest guess is that it's a complicated matter with potential problems i'm not aware of.

  • artheads afaik Steam has 2 terms for games like that. Hidden Gem and Niche.

    For example, i enjoy playing Rimworld, which is sort of popular. But many of my gamer friends have never even heard of it. For them it's a hidden gem.

    Nextly, Rimworld has a futuristic setting, which some people don't like. Those people may prefer fantasy with elves and fireballs which i dislike. So, even the setting affects the game's niche.

    So you are totally fine to play whichever game you personally like. But you should not expect other people to share your passion, because they either dislike some (random) element of the game, or have simply never heard of it.

    Wow guys, Take it easy. If you use an easy to go Construct 3 (or other HTML5 tech), you can't export your game directly to Switch.

    I've made a quick google session on other html5 gamedev middlewares and it's all the same - Switch won't support it. So it's not Construct developers to blame (or Ashley, who has to read all that ranting here) but Nintendo.

    All the questions were answered in this thread already. And in other threads like that, months ago.

    So you want a direct export to Switch? Use another engine, that has that option. But it will require you to actually code stuff, the hard way.

    You prefer Construct? Than you will have to reach already mentioned third party publishers, who will do some magic and port your Construct made game to whatever console you like, or even all of them.

    But only IF your game is at least average quality and noteworthy, and 100% development complete, and bug free, and uses no text object, and has full controller support, and uses no weird 3d party plugins, and has stable 60 fps even in debugger and a ton of other conditions. And you will have to share the (possible) profit.

    Or you can even throw some (XX XXX numbers) of your free money at another third party publishers to port your game for you, saving you some time.

    Or you can spend a couple of years to code your very own, perfecty working, open source, generating no profit html5 to Nintendo Switch exporter, that you will be constantly bullied for, because it will make poorly developed games to lag like hell on Switch.

    Or you can constantly poke Ashley here, on the forum, to try and force him do something that is not technically possible.

    The latter option requires the least effort, so i'm not surprised it is the most popular.

    If you ask me (and you should not care about my opinion so much, since i'm just a random internet dude) i'll just focus on creating a good (or at least average) game with C3. Then i will release it on Steam myself. IF it will be at least OK accepted by players and make enough money to buy me a coffee and a donut, then i will reach out to one of the mentioned publishers. IF they will get some interest in my game i will discuss a contract with them. IF both the parties are pleased with the contract's details, then i will spend some tiresome months helping the publishers to port my game to consoles. IF all those efforts will not be in vain, the game will release on whatever consoles, including Switch. IF all the listed IFs end in success, then i will probably earn myself X XXX ammount of cash, after the consoles' cut, publisher's cut, taxes and other expences. Then i will make a Visa, buy a ticket to London and shake Ashley's hand (if he'll be willing to meet me ofcourse).

    P.S. sorry for bad english and make good games.

  • Adding new decals to office biome. Like sofas and water coolers and stuff.