oserk's Forum Posts

  • Looks like ranting thread, so here are few thoughts of my own.

    I, for one, think C2 is a great tool. Haven't encountered anything with similar productivity. It has it's limitations in performance, but don't think it is all C2 fault.

    For example, recently I made extremely simple game https://play.google.com/store/apps/deta ... shapematch

    primary reason to test exporting capabilities with admob ads, I disabled what ever I could, and had interesting testing results.

    For starters I probably made mistake when didn't checked uses media on export, but there is audio on some devices, probably will upload new version soon, to test that and few more things.

    So what are the results, with export as normal Android app (I just can't justify crosswalk size overhead for this game):

    performance wise, ZTE Blade 3 is the worst, it can't event work as intended, when sprite is moving to a place, it never finds it, just circles around

    also on all tested 4.x devices there is no audio, but there is audio on 2.3 and 5.0

    on Alcatel Idol, it works, not great, but let's say it's usable

    on Galaxy S4 it works with few frames dropping, on S5 situation is better, just to mention that in regular browser on those devices, game works better than installed version which I can't explain, should be the same browser.

    on LG G3, with Lollipop it works as intended, and what is most interesting, on LG P500 (android 2.3.3) it works perfectly, well, it doesn't show ads, but it is admob plugin for Cordova responsibility, not C2.

    Tried also on same noname 4.x tablet, antutu score ~26000, it also works fine

    So, in my opinion, it is a question of stock browsers, and blacklisted GPU (crosswalk export), I didn't, on purpose, changed any of the settings via XDK, just to see what will happen, and will app pass on Google Play. Also since C2 is simple tool, I think that export should be simple also, to spend more time on exporting, than development is pointless, if that is the case, I can go back to Java/Eclipse <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Also if anyone could make one table with what is supported where in export I would really appreciate it, something like columns (Cordova, Crosswalk, Canvas+...) and rows (Android 4, 5, iOS 7, 8, Win, WP, ...), and then maybe even sub rows ( audio, webgl, admob...)

    Anyway, back to C2 great features, recently I was asked to do some promo pong-like game for one company. I made a demo in 10 minutes as a proof pf concept, there is no way I could do that in anything else. Exported to apk, works fine for now.

    All in all, I am satisfied with C2, don't expect much right now, and blaming Google rather than Scirra right now. If problems persist with newer versions of Android then Scirra should think about native export if they think that C2 should be tool for publishing game on a mobile platforms. And I still think it is doable with some cooperation outside Scirra, I think I mentioned that somewhere before, that guy from Basic4Android, he can work some black magic with conversion to Java. I am sure there is more people like him that can think of something, or maybe Crosswalk Lite is a way to go, I don't now, It is for Scirra to decide. But keep it simple and usable.

  • Problem Description

    When the game that has webgl effect on any sprite is exported whether to HTML5 or Windows Store app it doesn't not work. In the case of accessing game through browser (html5 export), only black screen appears. If compiled through VStudio, game crashes with

    0x800a138f - JavaScript runtime error: Unable to set property 'Td' of undefined or null reference

    Description of Capx

    Create simplest app possible, just one sprite with one effect on it

    Steps to Reproduce Bug

    • Export to HTML5
    • Try to access with WP browser

    or

    • Export to Windows Store, Universal app 8.1
    • Try to debug on device

    Observed Result

    In browser page is black,

    Debug for WP 8.1 app crashed with 0x800a138f - JavaScript runtime error: Unable to set property 'Td' of undefined or null reference

    Expected Result

    Just to work, WP 8.1 should have webgl, but fallback is not working also

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer win7 IE9 (NO) no webgl effect
    • Internet Explorer win7 IE11 (NO) with webgl effect
    • Internet Explorer WP 8.1 (YES)

    Operating System and Service Pack

    Windows Phone 8.1

    Construct 2 Version ID

    r200

  • Sorry, my error, looks like I've changed Image Point to something far away.

    I panicked, I have simple demostration of C2 in few hours.

  • Problem Description

    I try to create object inside layout with random position using

    75+Random(LayoutWidth-150)

    75+Random(Layoutheight-150)

    but generated number is inside layout, object is generated outside, for example, width is 1700, generated X is 1200, and object is drawn outside.

    What is interesting, with older version I don't have that problem, also it looks like when loading old capx, with similar code, unchanged, doesn't reproduce same behaviour in 197

    Attach a Capx

    --> in attachment

    Description of Capx

    Single layout game, there is player (baloon), obstacles, and gems

    on the start it should generate 5 objects on random positions. I have kept simple game mechanics, disable death on obstacel, but kept death on border, changed window size to match layout size for easier visual demonstration. I tried to translate everything relevant to problem for easier understanding.

    On the side note, Layer Rename, doesn't rename references in EventSheet

    Steps to Reproduce Bug

    • Just start layout and 5 gems should appear within layout on random positions
    • On game over (baloon fell down) it should generate new set of objects, 2-3 tries should be enough to reproduce

    Observed Result

    Depending on random function, less then 5 objects appear

    Expected Result

    All objects should appear within layout

    Operating System and Service Pack

    win 7 sp1

    Construct 2 Version ID

    197b

  • SceneGraph concept looks nice as I understand it, it would be something similar to Unity approach to GameObject.

    But it doesn't necessarily exclude Object EventSheets. With Object EventSheets it is easier to implement multi language/resolution/graphics support, you just include/exclude Sheets. Right now only way to change Sprite image is through code. My way of dealing with this problem right now is Groups, not very nice after some time, especially since it is reference by name which I addressed before.

    If we are to get some resource management like in Android projects then multi language support won't be a problem, but EventSheets looks easier to implement with backward compatibility in mind. Even if you implement some property based support for graphics, resolutions, sounds... there are always some things that you need to do manually. Also possible include/exclude feature on export or loading level would also be nice for optimization.

    Mentioning Unity reminded me that Sprite at least should be some kind of a generic GameObject with extensive material(texture) property.

    What I hope Ashley has in mind is when to totally disregard our suggestions if that complicate usage to novice user

  • That is why I suggested basic4android for native support, it is maintaned by a single person, who is done wonders, showing that much can be done if someone know what to do and how, Xamarin with all that people programming still has 5mb Hello world app on Android.

    But, don't want to turn this thread in pro/contra about native support, I was wondering if we could get animation system like in Unity, at least triggers, and some simplified states, morphing frames would probably be too much, but one can hope.

    Also some tighter integration of sounds and objects, so we can assign sounds to objects or, now when I think about that, maybe easier solution would be to link specialized sheets to objects, not just for sound, but animation management, instance functions (not just varibles) as well, thus mimicking classes which I think is already suggested somewhere.

  • Lot's of great examples, some are very C2 oriented.

    But I am hoping that C3 will be something more then just major update to C2

    First, I think we need a forum for C3 to have multiple, better organized, threads

    Some realistic suggestions (yep, there is overlapping with other people) :

    • I would like that we have less confusing way of calling objects and instances, and to have all items (sprites, layers...) available by reference (pick object), in recent updates there was tendency to correct that so I am assuming it will be a way to go in C3.
    • Second, some scripting language for runtime object manipulation in traditional way inside IDE (not js sdk) where you could write some object manipulation code (if not creation) and some game rules in a more complicated way, but not js sdk complicated. Something like lua scripting in some games. For example in current event sheet when you call some script function, popup with editor opens, you write some classic code with multiple switch cases, ifs, fors referencing objects in scope, work with data and such, and close editor when you finished. In event sheet is just script name and/or short description. I know that many things could be done with current functions, but it is not very readable (or elegant) in some cases, also universal functions (dealing with many types of sprites) are practically impossible
    • Also something for better documenting and management of project. Some changes to code are very hard to implement if you didn’t plan all in advance.

    And now impossible (native multiplatform, that dream we can’t fulfill):

    As I see all game related stuff is drawing on canvas. On Android it is equivalent of drawing on the SurfaceView. But there is some other functionalities like location services, storage… and some other goodies that came with HTML5.

    My suggestion is that those things should be treated differently and maybe in that way we could have wrapper-free mobile games. I know that with WebKit some things should be better, still haven’t tried on device, but as I see it, it is still a wrapper, even thou built in. What I would like is real native app, but without wrapper, and I think it is possible. Unity, Xamarin all have native apps with some kind of wrapper, thus big, slower… On the other side is Eclipse/Android Studio with small, fast apps, and never again development (must admit that there are games I haven’t updated for a long time because of them)

    And now for the suggestion, contact that guy that makes Basic4Android (also iOS recently) and make some collaboration. Why, because I don’t know what kind of black magic he uses, but he has VBA ide (3mb in size) that can do almost all as Android Studio, live debugger is even better because allows runtime variable value change. And best of all, no wrapper or big overhead, Hello World app is the same size, totally java bytecode compatible, can even decompile to standard Java.

    Now as I see it, all game related (effects, box2d…) is still just drawing on canvas and should be possible to transfer to SurfaceView, for example libgdx is working fine on b4a. As for extra stuff, some libraries should be made, but again, don’t think it is that complicated. All functionality is already available in libraries, just some calls should be rerouted.

    So that’s my view, I know C2 is HTML5, C3 is probably the same, but it could make stride to multiplatform native, without dropping HTML5 support. Don’t know how exactly complicated is that, I stay mostly at least one level up from that abstraction when programming, but it looks doable.

  • If this helps, this is the part of .js that creates problem:

    Fa.gH = function (a) {

    if (!this.jH) {

    !a && N.resume &&

    N.resume(); var b, c; b = 0; for (c = U.length; b < c; b++) U.HH(a); a && N.suspend && N.suspend()

    }

  • Problem Description

    Game crashes on entering suspend state

    0x800a138f - JavaScript runtime error: Unable to get property 'suspend' of undefined or null reference

    Steps to Reproduce Bug

    Start app on Windows Phone, and then turn phone screen off, or leave phone to enter suspend state on its own

    Observed Result

    Unhandled exception at line 300, column 43 in ms-appx:.../c2runtime.js

    Construct 2 Version ID

    186.2

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  • Hi!

    This is my first game for Windows Phone

    http://www.windowsphone.com/en-us/store ... 0b0b953399

    I can't say it's completed, I still want to make few corrections and upgrades , but I can say it is published <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Main goal to publish playable (albeit hard) game is achieved.

    Why WinPhone, well, Crosswalk version is unplayable on middle range Android phone, so I decided not to publish it there, also I specifically wanted to publish WinPhone game to learn more about publishing process there. And it was very easy process, tutorial covered everything relevant.

    Anyway, feel free to criticize game here, and leave positive feedback on the store <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I have problem with simple impact behavior of physics object, I have a main sprite object with pinned other object on it. Main object is moving with bullet behavior along the screen, and with touch, attached object is unpinned, and impulse is added to it with [Main object speed]/1000 value.

    Or put it simply, plane drops a bomb.

    It works fine in node webkit, but on Crosswalk bomb flies away like a rocket. While on Winphone export it flies off in some 30% of the cases.

    Also in HTML5 export, and in phone browser (Winphone), it works fine.

    Anyone have any idea about what is happening?

  • Hi everyone,

    I've made this to test export to Android (CocoonJS), and performances with as light graphics and features as I can, even background music is optional and physics is left out.

    play.google.com/store/apps/details