Space Ape's Forum Posts

  • Hey Ashley. I uninstalled everything and did a clean install and it went away. I'm positive no add-ons were installed, but obviously something was wrong. Maybe there were some files from an earlier version... maybe some add-on I installed long ago. :)

    Either way, it's all good. I appreciate the reply, sir!

  • Greetings folks.

    Is anyone having any trouble with the plugin via the Chrome Web Store? I can't get it to load up and run leaderboards, achievements, etc... it's the only platform that's giving me trouble. Is there anything special you guys know about or you can offer any suggestions?

    The game in question is on the Chrome Web Store here.

    I appreciate any info; this is driving me nuts. I don't wanna post new projects with clay.io on chrome web store if people can't use the features!

  • Thanks for the valuable input, Arima. Oh, and sorry about the gender confusion... that was just laziness on my part; I could have taken a quick gander at your profile.

    You brought up a lot of good points, M'LORD :), and I think it's a valuable read for anyone interested in getting a perspective on the markets.

    Thanks a bunch!

  • HTML5 allows for easy porting to multiple platforms, so in my mind there's no reason to not target as many platforms as possible, as long as your game's design allows for play with a mouse/touchscreen/controller.

    So far, I've had a lot of headaches being a 1-man show trying to make something cross-platform. I know it can be done, evidenced by some great projects out there; it seems daunting, though. How have you fared in this arena?

    hat said, the mobile gold rush is long since over. There's too many devs and not enough gold. There's plenty of money to be made there, but getting it is a difficult challenge with so many others attempting the same. Too many devs have been making the mistake of only targeting mobile, thinking the gold rush is still in effect. In my opinion, PC should be the primary target with mobile as a bonus platform.

    Excellent points, m'lady. From a lot of articles, there seems to be a feeling that there's still a 'gold rush' in mobile, but I think your perspective here might be closer to reality.

    he new focus on android consoles might create a new smaller gold rush, with less competition at first on those storefronts, but it will have fewer customers than the smartphone market and still will have more competition than the mobile market had at first because there are already games on android that can be run on those devices.

    I was wondering about how big an impact something like OUYA or Gamestick is going to make on HTML5 projects. One of my concerns there is close to what you mentioned: what happens when all those android games get ported over by their developers? It can't be too much of a stretch to tweak it for OUYA, for example. Is it going to be another case of a super-saturated market like mobile now?

    What about mobile web gaming? Where does that fit into the picture with all this?

  • I'm not even going to bother going for the mobile market. It's so oversaturated that going big is akin to winning the lottery. And the thought of making many low-quality games is very unappealing to me.

    Hey sqiddster. That was one of my concerns, too. It's so easy to pump out lower quality games and hope that quantity and cross-pollination (er, pollution) helps something stick. I mean, how high can we get with quality if we're a very small team (or 1 man team)?

    With the node-webkit exporter now, the prospect of something like Greenlight seems very appealing.

  • Greetings! This is just some food for thought (warning: long post).

    So I was doing some reading about the desktop and mobile markets, trying to decide if I needed to aim for supporting as much as possible (the shotgun strategy) or focus on smaller targets (the rifle strategy). Throw in mobile web, native mobile, desktop, tablets... good lord almighty, how can I possibly form a strategy?

    A majority of opinions, not surprisingly, lean towards the mobile market. The ridiculous growth predicted and ease of access for mobile apps and web-games isn't going away. Is that the answer?

    Do we, as HTML5 game devs, throw our lot in with the fastest growing segment? Do we hope that sheer numbers, just based on odds, will yield some success--even if it's minor? If we focus on mobile, maybe we can make something of quality and see that proverbial 'gold in the pan'.

    If we target all markets, and maybe sacrifice some quality (unless we have the time, resources, and assistance) for the quantity of mobile, is that still the best strategy?

    I certainly started believing this was the case, even though I'm not a fan of mobile devices or mobile gaming in general--you can't ignore the million-app gold rush going on... can you? Well one article I read (don't remember the link, sorry!) had a slightly different perspective on the situation; it got me thinking a little bit, which is always dangerous.

    The desktop and laptop market for games isn't going to disappear. It may change and absorb some concepts of mobile, but it'll be around for quite awhile. But what about for gaming? Well, until the day comes when you can create games on mobile devices as or more efficiently than desktops, we're gonna have the standard PC. Maybe it'll all go touch at some point, but it'll still be there.

    As games and apps join the gold rush to mobile, will that leave a vacancy for traditional desktop games? Or will it, at the very least, make room for some quality desktop browser games? When HTML5 takes center-stage, and gobbles more of Flash's dominance, will there be any kind of a renaissance in that market? Will we ever see a AAA-title (or even something close to it) emerge on the desktop market as a result of HTML5 gaming?

    What are your thoughts? Do you think the desktop market is shrinking and will eventually dry up? Do you think it's only changing and may offer new possibilities for HTML5 games? Is mobile the only solution to find 'gold in the pan' going forward?

    Take care, folks!

  • I second that request by sqiddster! I'd be very interested in hearing more details.

  • Thanks for the reply, Ashley.

    Unfortunately, I don't use any plugins other than the ones that come with Construct, so that's not it. I've never installed anything outside the Construct 2 package and updates.

    Take care!

    EDIT: Unless I'm way off and one of the plugins like 'webstorage' or 'audio' can cause something like this? I'm guessing you're not talking about those, right?

  • Greetings,

    I've received an error message when opening Construct 2 lately. This is after the computer has been off or coming out of hibernate; Construct 2 is not left running in the background. This has not happened before and only started after downloading the latest 115 update.

    The computer is a Windows 7 64-bit machine with 8g memory and a quad-core AMD processor. Drivers are always updated and re-checked with each Construct update.

    When I hit 'Retry', the program starts normally, so I'm not too worried since nothing was lost as a result. Just wanted to make you guys aware of it.

    Here's the text from the window that popped up:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    ACE table: Expression ID duplicated in ACE table

    Condition: exp_ids.find(id) == exp_ids.end()

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 254

    Function: void __cdecl era::ACETable::AddExpression(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 115 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Beer always helps! C'mon man! :P

    I'm getting pretty fluent with Construct, but I can't do art to save my life. I end up searching the web for free graphics after struggling to draw some decent images. I like pixel art, but it always comes out looking worse than the original nintendo.

    I have a laundry list of game ideas, mechanics, and stories for games written out... no graphics to represent them.

    Maybe something is brewing here... ?

  • You could totally draw/paint by hand the entire level and use invisible sprites for collision masks. That would be pretty frakkin cool. I'm looking forward to see what you come up with... and I'm a little bit jealous as I can't make decent game art to save my soul.

  • I get bored easily on my own long projects. I'm more of a prototype maker than a game maker ;p This could be the thing that helps me break that bad habit..

    Couldn't have said it better myself, dude. I get so <img src="smileys/smiley12.gif" border="0" align="middle" /> after testing a long project for the upteenth time that I lose focus and interest.

    Maybe we should organize a hyper-jam?

  • AnD4D : I tried opening the capx, but all I see is a random moving character with 1 animation, so I don't know what's going on with the problem you were having in the OP.

    Anyways, if the character is player-controlled, I'd consider tying the animation into what key is pressed for movement; if the character is computer-controlled with the bullet movement, try using the character's angle to set the animation. I don't think you need a loop to do this; set up the event normally to check the character's current angle and then assign/change the animation based on the result.

    Something like:

    character.is between angles 0-90 = character.set animation

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  • Hey boggler!

    I don't know if this might help, as I haven't mucked with gravity too much, but could you use the y-coordinate of the moving object to determine how much gravity to apply? As the y increases, so does the gravity, and vice versa...

  • Hello kill0byte!

    Omega Race was cool; if you're doing something like that, best of luck man!

    As for your question, one way that might work (haven't tried it though) is to change the player's angle on contact with the boundary. If facing right is 0 deg, straight up is 90 and straight down is 270; when they contact the boundary, add or subtract 180 deg based on their current angle. If it's it too radical, modify the numbers to suit how you want it to look. Essentially, you want to reverse the direction of movement right?

    Another possibility: Do you have an invisible wall set up at the edges? If not, create a simple line sprite and set it to solid; you can put the opacity at 0 so it's not seen in the game or just set it to invisible at the start. If you have bounce on solids, the behavior should appear when the player contacts this unseen boundary.

    Take care, dude.