retrodude's Forum Posts

  • They seem to just be harsh on rating too. I mean I have some good comments from people saying things like "They like it, it's just hard" and then give me a 1.5 or 2 star . *Shrug*

    Just saw your game on the game jam and noticed that it was one of the higher quality ones. I think you should maybe add a longer timer for the player, other then that it looks well polished, it's a shame that people would lower the ratings because of difficulty. It's certainly worth higher then a 2 star.

    I guess there really isn't much we can do on our end.

  • For some reason I was less surprised when I saw a fairly low score on my game since I assumed newgrounds players were mainly interested in playing parody remakes or really high quality games. In which my game seems to fulfill neither of those requirements. I do believe that some games on the site with a 2 star definitely deserve higher, and if people are willing to down vote the games for a dumb reason such as winning a contest then that really is a shameful way to put other games down....

    But to be honest, I really don't know newgrounds player-base or what their players want. I came across some other nice flash games on their site and they only have a 3 star which has me puzzled.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Unfortunately my team is busy with a different project so I entered solo.

  • Anyone know the last hour it has to be in by in US time zome by June 15th?

    Can games be submitted at 23:59 on June 15th US time or 23:59 by June 14th? I can't seem find out when the games have to be in to be eligible.

  • Performance seems to be the biggest issue regarding html5 but people need to realize that its still fairly new, and if your an amateur programming regardless of the language you use (java,javascript,C,C#) your going to have a tough time scripting a whole game on its own with standard libraries. I have tried different frameworks with javascript and its much more effort then what C2 is capable of doing. For a cheap cost your saving a ton of time on debugging and your saving general development time. (I mainly use unity now but I find construct 2 fun to use, and still believe its practical for commercial purposes)

    Majority of people who complain about performance are usually the ones that haven't considered the already available optimization methods while developing their game. Since html5 is fairly new technology and javascript is one of the slowest languages to use, you need to consider optimizing the game beforehand to compensate for these drawbacks, which is more then possible with Construct 2. Many can use C2 but haven't mastered it.

    Someone experienced with programming would be able to create quick games in a matter of days, games that are runnable on most devices. If your a programmer, C2 allows you to execute javascript commands which is a plus. You can also create your own plugins for the game engine to add additional functionality. We even have wrappers such as cocoonjs,crosswalk and phonegap for mobile performance boosts. They all use a simple cloud compilation format so its even less effort to get games working on mobile devices.

    Unity is a viable option but you need programming knowledge (javascript, C#), even then you need experience optimizing the games created using the engine to have it working on majority of devices.

    The morale of the story is that a great game creator can use limited resources to build a decent product regardless of what their using as long as they have the knowledge to do so. This involves learning programming in general to debug on any tool, understanding image compression and such for optimization, and mastering a tool of your choice whether its C2 or unity.

    That being said, I will list some personal drawbacks for construct 2:

    1. The updates after R168 have a bit of issues on native browsers for older samsung devices (S2,S3,Galaxy nexus). This is bad for anyone that wants their games sponsored, but even so there are workarounds. But it would be nice if it was fixed.

    2. The scirra team keeps posting templates of popular titles which ruins the fun out of creating the game yourself. When the flappy bird template came out, we had thousands of flappy bird clones. Although it's a marketing ploy it would probably make the engine more professional if we didn't have so many template options that kinda does everything for you. This is one of the main reasons why we have so many people that aren't able to master C2 and complain about it. Hopefully they make less templates of popular titles in the future.

  • Tom

    Are we allowed to submit games sent in for other jams if there built within the deadline? I sent a prototype game that fit both themes to a different game jam that ended (I didn't win) but it was a prototype that was unfinished so I was thinking of fixing all issues, finishing the game, getting all art done, and submitting it.

    I'm just wondering if it would still qualify? It hasn't been published anywhere but the prototype with incomplete artwork has been seen on a forum, so I'm just wondering if this game would still be acceptable since it was entered in another jam as an incomplete project? It's not on any website anymore since the jam ended.

  • retrodude - is that happening in Chrome for Android or the stock browser? The stock browser sucks really bad and it would not surprise me if that was a glitch in the browser itself. It doesn't sound like the kind of thing that we can easily work around.

    It's only for stock browser. Chrome runs fine, same with firefox. The issue is that large publishers like spilgames still require you to have games working on native stock browser for older devices like the S3. And yea it blows since stock browser is so buggy it's annoying. The R168 version of construct has the exported file working fine on stock browser. I think for publishing it might be best to currently use this version.

    There were some drastic changes in the two new updates so it's hard to tell what could be causing it.

    Here's a link to a odd work around:

    http://stackoverflow.com/questions/1827 ... -in-chrome

    "$('canvas').css('opacity', '0.99');"

    This portion here causes an odd flickering with values at 0.99, so changing it to 0.999999 opacity is kind of a temporary fix. I'll see if I can place a temporary fix in the manual section. But I recommend just downgrading to R168 for anyone that is doing sponsorship and publishing since its quite stable and doesn't have this issue.

  • Ashley

    One of the FGL members seems to have a solution. I think they'll contact you directly and if not then I'll forward you the link. I checked my email this morning and it seems I received a ton from scirra members asking what to do for publisher branding for games not being accepted due to this bug. I simply told them to downgrade to R168 until a solution comes by but it seems there's already a temporary fix.

  • Closing as it appears fixed in the next build (direct export of your .capx here: http://www.scirra.com/labs/runnertest/, works in Chrome/Android and Safari/iOS 7.1). I haven't changed anything specifically for this but I think it was related to the spritesheet off-by-one bug in exporting, which probably threw off mobile browsers for some reason.

    Hey Ashley,

    Its runnable now but there still seems to be an issue with the native browsers on some older devices where if you rotate the phone to portrait mode you get two screens of the same game running (a seperate canvas is placed directly above, its as if the exported file is running twice with two seperate canvas's). In landscape there's a portion in the front that's cut off. i can record a video testing the game on a mobile device if you'd like. This problem still appears on all my lower end android devices (on native browser only with Samsung S3,S2,galaxy nexus)).

    The Construct 2 R168 didn't have these issues with older devices

  • > This is good news, my game is almost finish.

    >

    They say in the comments that you can't use any code written before June 1st for this contest, though you can use art assets made before then.

    Isn't the game development period near the end of May?

    It states this:

    "May 29 - June 30, 2014 – Game Development period. Create an awesome gaming experience!"

    I started working on a game on May 29th for the FGL game jam, but it was rushed and buggy so I was hoping to edit it and resubmit since I ended up joining the game jam so late.

    Do you think this game would still qualify for the contest?

    newt

    I see what you did there.

  • Yeahh the standard Chrome Browser. It's even way faster than cocoon on my mobile.

    Hmm,

    I wonder if its an issue targeted towards specific devices since others seem to have the issue as well. Would you be able to upload the capx file you used?

  • Strange...but my projects run (Android+Sony Z1)

    Did you test it on the android native browser?

    Without a wrapper? (cocoonjs, phonegap, etc..)

    With R170?

  • Problem Description

    ____ A concise description of your problem here ____

    "With construct 2 Version R170."

    After exporting any capx file and testing it on mobile device browsers, the exported file does not run the event sheet or show all images initially placed in the Construct 2 Editor. This is a mobile browser issue that was not apparent in the previous update R168. It affects all browsers on mobile devices. Does not affect browsers on desktops.

    Tested on the following devices:

    Samsung S3

    Samsung S2

    Samsung Galaxy Nexus

    Samsung Galaxy Note 10.1" Tablet (GT-N8010EAEXAC), Android 4.0, 32GB, WiFi

    Attach a Capx

    ____ Upload a Capx to this post ____

    Simple Endless runner template that comes with Construct 2.

    https://dl.dropboxusercontent.com/u/116 ... 0Test.capx

    Description of Capx

    ____ Concise description of what this CapX does ____

    Runs the Endless Runner template, no additional modifications have been done to the standard template.

    Steps to Reproduce Bug

    • Step 1: Export project
    • Step 2: Place files in dropbox
    • Step 3: Run on Native browser
    • Step 4: Run on chrome

    Observed Result

    ____ What happens? ____

    *This is mainly a mobile device browser issue*

    On android native browsers the exported project does not run. The background image is the only thing that shows up. There is also two construct 2 loader icons and bars that show up.

    On general mobile browsers such as chrome, scaling is incorrect and touch controls don't work. Once again this problem wasn't there in the previous construct 2 versions.

    Expected Result

    ____ What do you expect to happen? ____

    A working playable game on mobile device browsers.

    Affected Browsers

      Mobile Device Browsers:
    • Chrome: (YES/NO) Yes
    • FireFox: (YES/NO) Yes
    • Internet Explorer: (YES/NO) Yes
      Desktop Device Browsers:
    • Chrome: (YES/NO) No
    • FireFox: (YES/NO) No
    • Internet Explorer: (YES/NO) No

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 7 Home Premium 64-bit (6.1, Build 7601)

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    Release 170 64bit built at 15:03:57 May 22 2014

  • tumira

    Same case happened for my group. There are awkward workarounds, but it seems to be a native browser bug. The other browsers such as chrome or firefox don't have these issues. It's a bit problematic for games requiring a virtual gamepad since players would be annoyed if pressing left once, triggered them to move twice.

  • [quote:1hy0j26z]The native browser does it indeed with only a "on any click", that's annoying :/

    Aphrodite

    Oh alright, then it must be a native browser thing, thanks for testing on your tablet, much appreciated.