Pehesse's Forum Posts

  • It's on my todo list to remove the prompt in the next beta.

    Fantastic! Thank you very much, and I'll be eagerly looking forward to the next beta, then

  • Small bump in hope to at least hear some official word about this!

  • Thanks all for your support of this!

    I'm pushing this for some more visibility, as I'm soon approaching the point I'll *really* need it to make any progress!

  • Pehesse I don't know, and to be honest I like the game enough to not wanting to uninstall it and risking losing all my progress ^^, it's a great game IMO (even though the loading times are quite long but that is my setup I believe), it is not that big of a game so I can keep it to C for now ^^

    Understood, and I'm both very glad and grateful to hear you like it enough to endure, and sorry I can't fix it!

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  • I just tried the steam version but it would not launch unless I installed it to the C drive, perhaps you know something about that?

    I played a little of the web version and it seems pretty nice.

    EDIT: got this in the debug.log on the D drive

    [1119/094107:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)

    [1119/094150:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)

    I'm very sorry, that's the first I hear of it! I also never install to C: drive myself (neither Steam nor individual games), so I have no idea what could be causing it. Since the log doesn't reference any specific file, I'm a bit at a loss as to what's missing. Could it be due to the installscript at the start of the game (installing the dxwebsetup)?

    Looks great but the BLUE FONT on the 2nd picture doesn't quite look right. You should stick to the pink one.

    I didn't see all of those replies, my bad

    The font color (and font itself) is a user customizable setting, there are a few different sets available. So if you don't want to see the blue (comes from Font Set B, "individualized colors for characters") you never have to!

    Wonderful art style& animation. Also love the trailer. The game looked very pro!

    It's an interesting concept telling the story through her instead of just gameplay.

    Many thanks

  • Hello everyone!

    C2 displays a warning everytime the project's estimated memory usage goes upwards of 1gb. I understand why this message exists and how it would apply to most developers targeting mobile platforms, however I'm targeting desktop computers and use HD resolution with hand drawn animation sprites, so reaching upwards of 1gb happens fairly naturally!

    To be clear: this is not an asset optimization issue, and the game functions perfectly well even when upwards of 1gb memory usage. The warning message popping up constantly however simply makes it rather difficult to work, so I'm just looking to disable it.

    I was wondering and hoping it's possible to disable that warning message?

    Thanks a lot in advance!

  • Pehesse

    Wow ! Probably the best best thing I have ever seen made with Construct 2 (or 1)

    That's, like... such high praise! Thank you so much, even though I'm sure many people already have done awesome stuff with it, and will keep doing so (starting with Klang, released very recently too!)

  • I just read about this game on Kotaku earlier today, had no idea it was made in Construct 2! Really nice. Congrats on the release!

    I have a question - why did you pick this "pay what you like" business model? I'd also love to read more about it and how it worked out for you on Gamasutra someday if you're willing to write a post mortem.

    Cheers!

    Thank you very much Indeed, I'm a Construct 2 user, and I don't really see myself use anything else, at least not in the short-to-mid term future!

    I chose the "pay-what-you-liked", because I believe today's market to be oversaturated, and the current pricing model to lose meaning because of said saturation and the over-reliance on sales and bundles. If I were to price the game low, it'd be disregarded as crapware (and not played), if I were to price it high it'd be regarded as greedy (and not played), and if I were to price it "just right", people would wait for a sale (and hence, not play it). Since my primary aim is for people to play the game... I thought taking another approach would help, and it seems to be doing just that

    I'd love to write a post-mortem about this whole approach and what it led to - hopefully, good news, though even failure would be an interest case study, we'll see how it all turns out!

  • Crazy impressive, Pehesse! Like, seriously. I've always struggled with consistency in my art, so it amazes me when someone is able to draw like you do.

    I'm interested to know how well your pricing method works too. Looking forward to what you work on next!

    Thanks a lot, Arima! From the sound of it, quite a few people are keeping an eye on the pricing method, so I'm very much hoping it won't fail too badly - this could be a good opportunity to offer an alternative model otherwise, if it proves to be viable! I'm hoping players will seize the opportunity... and the game will prove good/interesting enough to make them want to support it in the first place

  • Oh wow, this is most impressive! Haven't played yet, certainly will, but some questions off the bat:

    did you build this all on your own or with a team? How long did it take and did you work on it full-time?

    I'm guessing you have a history with professional animation or art at least?

    Congrats on pulling this off, really great achievement!

    Hey! Thanks a lot! If you do play, be sure to tell me what you think, I'd love to hear your feedback!

    I did build the "game" game parts on my own (art, script, design, sound effects, etc), but the soundtrack is done by Morusque, and the Steam integration was done with lots of help from Mad_Spy.

    It took me close to three years: I started working on it in november 2013. If you're interested in the development history, I wrote a post about it here: http://www.indiedb.com/games/honey-rose ... honey-rose (and the development itself has been logged on TIGsource and tumblr, among other places). I worked full time most of the time - I tried taking commissions in parallel to sustain some form of income, but it was too low and the work too time consuming, in the end, I decided to bet what I had.

    I do have an art background, but I never worked on animation on any kind of professional capacity before this project, in fact the whole reason I made it in the first place was to practice animating characters! I'm very glad it seems to have gone somewhere, and my aim is to make good use of everything I've learned in my next project, an action-platformer that'll use Construct 2 as well, I just love that engine! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":-D" title="Very Happy">

  • Hello everyone!

    I'm posting this topic to celebrate the release of my game, Honey Rose UFE, a life-management simulation presented as a visual novel, with beat'em up bits.

    I'll let the trailers do the explaining:

    https://youtu.be/aXY0C8HwEhE

    https://youtu.be/c9ndJ_-35JI

    The game itself is available on Steam: http://store.steampowered.com/app/523680 , itch.io: https://pehesse.itch.io/honey-rose-ufe and its own site: http://pehesse.fr/honey/en/get-the-game/ , using a "Pay-what-you-liked" model. For all information on that, please check the "Get the Game" page on the main site!

    You'll also find the game's manual here: http://pehesse.fr/honey/access/Honey_DigitalManual.pdf

    All in all, I wanted to praise Construct 2 for being what it is, as it's the only engine I can properly work with, and that manages to hold such a game together!

    If you end up playing it, I'd love to hear your thoughts below!

  • I hope it's still possible to add games to the list? If so, here's a request to add mine: Honey Rose: Underdog Fighter Extraordinaire, to be released on Steam on September 30th!

    http://store.steampowered.com//app/523680

    I'll create a topic about it once we hit release date as well to make it official and all <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

  • MadSpy,

    Thank you very much!

  • Hi!

    I bought and tried the Basic version of the plugin, but my game now fails to load.

    For reference, I have tried it both in and out of Steam (the game has been greenlit and I have access to the builds, and can launch the game through the games library), both lead to the same black screen issue. I use the win64 export as my primary export, have Steamworks 137 (I can't find anywhere to download previous versions?) and I believe I'm using node webkit 15.0. I tried using all command lines outlined in the readme, all lead to the same result. I imagine it's due to the combination of Steamworks+NW, however I don't know where to find earlier versions of it.

    So overall: is the black screen something I can work around easily? How would I go about doing that? Do I need other versions of Steamworks SDK or NW? Where would I find those?

    Thanks in advance!

    > Hey everyone!

    >

    > So, I've succefully integrated Greenworks (or at least, I believe so) - the game launches through Steam, and the pop-up prompting to use alt+tab to use the steam overlay displays on the bottom right just fine. So far, so good... except that's about it.

    >

    > Using test commands, I'm trying to unlock achievements, but this doesn't seem to work, or at least, it has no visible effect, nor does using shift+tab to display the overlay. Is this a known issue? Any ideas what to do? I'm at a loss, so any help will be GREATLY appreciated!

    >

    > Thanks a lot in advance

    >

    You might want to check out the Steam4C2 plugins in the Scirra store, which contain the features you're looking for (and more).

    Thanks! I did that (in fact, it's the first plugin I tried), but I couldn't get it to work, it only ever displayed a black screen.

    EDIT: an update! Thanks to MadSpy, we troubleshooted my issues with the Steam4C2 Basic plugin, and it now works faultlessly! Many thanks!! It did seem to come from the wrong combo of NW+Steamworks SDK (I was NW 11.0 and SDK 137).