RageByte's Forum Posts

  • Thank you for your help, everyone. What I've found is that most binary data in eps files saved by Illustrator stores editability functions. Without it the files are a mess to work with for anyone who opens them. Illustrator does the same with svg files but the editability data in them doesn't seem to be binary. I could have done everything I needed through svg files but even though they can store any metadata, Illustrator refuses to load the metadata when it opens an svg so when it converts it back to an eps, the eps is void of metadata.

    This is obviously a problem I'll need to dedicate more time and effort to. Thanks for the leads.

  • I would expect that Illustrator would use the basic svg format which is essentially xml.

    That's one of the formats it can open and save, yes, but the files I work with need to be eps. The metadata part of the eps is also xml I suppose.

    EDIT: I may be able to convert the eps files into svg easily, edit the svgs with my app without corrupting them since it's really just text and then reconvert them back to eps. I'm going to give it a try, thanks!

  • I don't use nwjs, but I tried loading a binary file with ajax and saving it with the browser object. The file doesn't load. It looks like saving and loading as text will not work. Nwjs saves and loads as text as well.

    To save and load as binary will require an entirely new plugin to do so or to use javascript to do it in the browser execjs action. There's a fair amount of stuff to look up to do that.

    But then if you get past that, there's the matter of modifying the file in a way that doesn't break it. It depends on how the file format is laid out.

    Right, so it's not exactly simple to do this. Thank you for putting things in perspective. I'm pretty sure what I need is doable with MS Word and macros however so I may give it a try.

  • It’s a bad idea to add data to a file like that. It would

    Break it. The write file feature focuses on text files but that’s not the issue. Basically you need to know or have a JavaScript library know how the data is stored in the files. And even then many formats don’t allow you to add unrelated data in it.

    Here’s a different idea. You could create your own file in the folder and store the extra data there.

    I process over 100 eps files every day and for each one I have to add a title and a headline in the metadata, in both of which I insert the name of the respective file. I do this using Illustrator but it would have been so much easier to do by script if only I could get my app to write the eps files correctly. I mean I can even edit eps files with MS Word without corrupting them so I was hoping it wouldn't be too difficult to do by script.

  • I've made a useful little app using Construct 2 and NW.js to help me with managing lots of files on my windows desktop. It does stuff like moving files and renaming them automatically, saving me loads of repetitive work. However I really wish I could insert small bits of information in these files as well. The files are .eps, a vector format used in graphic design and editable with Adobe Illustrator and such.

    I got my script to make changes in the files, using the NWjs object and the Write File command but the files it generates are no longer readable by Illustrator. I can edit these eps files with a binary text editor just to add some bits of metadata that Illustrator can't add but I was hoping I could do the same, automatically, with my Construct app. Does anyone know if it is possible at all? Maybe with javascript or some plugin?

    Thanks

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  • I am now playing it and I just can say you made an excellent job. It's very polished, so congrats. I hope you find success with it.

    Thank you, I'm really glad you like it. Judging by the game's competition in this laser puzzle segment of Google Play I'm fairly confident it could get at least moderate success but first I have to get it in the top of a couple of searches and there's no guarantee I can achieve that. Time will tell.

    You are not the first to tell me about the bolted plates so I think it's time to address the issue. In the next update I'll probably try your suggestion and also add a sound and change the model for the empty bolted plates (sort of draw an X on them). Thanks for pointing it out.

    I didn't have to use Cranberry plugins. I used the Cocoon IAP, ads, native share and Facebook plugins but those aren't a walk in the park either. They tend to work in very specific ways, unlike the native ones made by Scirra. You can get the plugins here https://github.com/CocoonIO/cocoon-plugins-c2. I don't remember finding tutorials for In App Purchases but the plugins come with Construct 2 capx examples. It's not as good but you can sort of copy their code and change the variables to suit your products. The IAP system is a bit of a head-ache at first but mostly because it's slow to test.

    What you need to know is that in order to test the product you must first upload the apk on Google Play (preferably as an alpha) and then add your account to the testers list so you can test buy-your products. It's also recommended to have a Restore Purchases button so that buyers who uninstall the game and later re-install it can re-activate their already-purchased products. This is only for non-consumable products, like removing ads or unlocking content. I tried to make the whole process automatic but it was kind of impossible with the Cocoon plugins so I recommend using a good ole' button. Besides, I think Apple requires one.

    Also, I used Canvas as a web engine. Canvas makes you app significantly smaller than Webview and achieves higher frame-rates but has some limitations. For instance, you must not have normal text objects in your Construct project (use Sprite Font instead) or the frame-rate will drop badly.

    EDIT: If you want to try Cocoon and it's plugins I recommend starting with this tutorial

    Subscribe to Construct videos now

    . There's not a lot of them for Construct 2 games compiled with Cocoon unfortunately so every bit helps.

  • Laser Links

    A block sliding puzzle game where you redirect lasers to light up all the LEDs. It's got 120 levels and more to come.

    It's available for free on Google Play

    The gods of Apple have not been as kind but I'm not about to give up just because I can't afford a Mac and iPhone...

    Also, here's a bit of actual game-play.

    Due to me being a bit of a maniac the game is not only HD but UHD, meaning that if you run it on a 4K screen it will load native 4K graphics without stretching them at all. In hindsight I'm not sure how many people would even notice this but it's a technical achievement I'm quite proud of and was pleasantly surprised I could pull it off with Construct. If however the game is running on a tiny screen it will load much smaller graphics and use under 20 mb of ram. This system makes the game look really clear on any screen and the interface auto-adjusts to any ratio.

  • I've been testing SVGs with Construct 2 by loading them into Sprites. All the graphics I make for my projects are vector so I could hugely benefit from using SVGs and loading them to any size I need. The problem is I can't control the size at which they are rasterized. If I export my SVGs as responsive Construct somehow chooses a fixed size for them. For example a 64x64 SVG is rasterized at 150x150 for some reason. If I stretch the image to 128x64 Construct makes it 300x150. I learned that by using the "Load image..." command with "Resize to image size". Later I tried the same SVG at 256x256 and again it was resized to 150x150.

    On the other hand if I export my SVGs as non-responsive Construct rasterizes them at their native size. The same 64x64 SVG will be rasterized at that size instead of 150x150. The problem is that if I can't dynamically control the native size of the SVGs they are not a lot more useful than PNGs. They are smaller but I will still need multiple sets of them with different sizes.

    My question is, how can I control the size of responsive SVGs? I want to make them smaller or bigger depending on screen size before they are loaded and therefore rasterized. I know there is no direct command for this but, is it maybe doable with javascript commands? Any thoughts?

  • I just added a light version of the game on the Scirra Arcade!

    You can give it a try here Laser Links (Light)

    There are some PC-specific controls but all the mobile functionality has been kept. On mobile the game runs in both landscape and portrait mode if play it in full screen. All the graphical assets are still there so every screen resolution is supported and the graphics stay sharp.

    If only uploading were this easy on every site

  • I noticed a change from the last version I played. It's harder to rotate the pieces without adding more moves. I know exactly what the puzzle solutions are but I can't get 3 stars because when I try to rotate the pieces I accidentally move them a few pixels and add a move. I came across this exact same problem too and the solution was to add a threshold of a few pixels (depending on screen resolution) that made the difference between moving and turning.

  • I don't think level design is a exact science, so one idea might be to just have a lot of people test the levels and notice which ones takes more time to solve.

    Yeah, I think that would be the best way to go about it, but also the most time consuming. Personally I just galloped through my levels because I was pressured by time, tested them myself a few times and again while recording hints and hope really hard I found all the blunders in design. But I think it's safe to say the players will find a few more and I'm pretty sure my levels are no smooth progression - next time I need to plan my time better.

    Now, game have helper about rotate blocks. And smoosh rotating blocks. Also fixed some bugs. Achievments now is working. And now I will make web version.

    Good stuff, the helper does the trick. I need to learn from the simplicity of your interface. May I ask what compiler you use? The app is so small in size I'd guess it's cocoon.io & Canvas+, right?

  • Hello everyone,

    I've just finished the production version of my first game on Google Play.

    It's called Laser Links and it's a block-sliding, brain twisting puzzle game with colorful lasers.

    Google Play link - > https://play.google.com/store/apps/deta ... odes&hl=en

    The game is my first completed creation after a few short projects that helped me learn C2 and it took over a year to make (half of it was correcting mistakes). I compiled it with cocoon.io and Canvas+ and designed all the graphics in Adobe Illustrator. There are 120 levels split in 3 campaigns and I intend to make more packs in the near future. Also, every level is playable in 3 game modes designed for different kinds of players.

    The laser beam mechanics are quite flexible and dynamic and were probably the hardest part to code, but somehow not the most time-consuming. Here's some gameplay screenshots:

    I am now working on a light version to upload on the arcade and maybe Kongregate and Newgrounds and in the next months I plan to get it on the App Store as well.

    If you like what you see give it a try and let me know what you think! I've only had friends test it and I'm starving for some feedback. If anyone has a device higher than Full HD resolution I'd really appreciate a test - the game has graphic assets for multiple sizes all the way to 4K and I have only been able to simulate the larger ones on my PC.

    In any case, I hope you enjoy!

  • Yes, it was unclear that it is possible to rotate the blocks.

    Oooooh Ok, solved. I like the rotation part but clearly it needs a visible hint. I'm sure it's probably in the works. I love that the game uses very little text and can convey everything you need to know through icons and design. The level progression doesn't have to be that linear. I guess it depends on what type of player you're after. Some like brain-busting puzzles and others just like to relax moving blocks around. Roll The Ball for example is more oriented towards the latter and it's levels aren't very smooth in difficulty progression.

    Anyway, now I can actually play the game. I'm curios about that 10th level, thanks!

  • I gave it a try but I can't complete the first level. Either the 2-square block was supposed to be vertical instead of horizontal or I'm being really stupid. I love the graphics and simple interface and the themes look great. Let me know how to get past that first level (show me a screenshot or something), I'd love to play more.

    I think with all the extremely cool C2 action games in development it's gonna be hard to catch the eye of people here with a puzzle game. Which has me a bit worried because I too have a puzzle game approaching publishing and I was hoping to give it a small boost by showing it on the forums. In any case, your puzzle game looks top notch, keep it up.

    What do you mean by C2 slow on mobiles? What kind of phones are your lowest target? Are you using WebGL effects? Because those can drastically slow your frame-rate on some devices, even new and powerful ones. I use Canvas and dropped all WebGL effects and the game runs like a charm even though it's gotten pretty complex.

  • Well, sorry, i'm mistaken, but only regarding PC's, which runs any C2 game really well. But for mobiles i still have my doubts...

    Yes, you probably can't make a graphics-heavy game like that for mobile using C2 because WebGL effects can really take their toll on many phones. But you can make perfectly good 2D games like Candy Crush puzzle games or platformers or RPGs without the need to use almost any effects and make them run at a steady 60 fps on devices that are pretty low end by today's standards. I'm working on a puzzle game with large-scale graphics and pretty complex mechanics and testing it on my 2 year old 4-core cheap Samsung with 1 GB of ram and it runs perfectly well.