Toby R's Forum Posts

  • Hi BackendFreak.

    I decided not to suspend the project. I improved graphics and gameplay. Unfortunately, I use Free Construct.

    Your words really fueled me. Unfortunately, you are the only person who wrote something about my game.

    I hope you will follow my project. You could say I'm a novice, and I am doing everything alone.

    I have no idea how to promote the game. Maybe some tips from a professional.

    At Twetter I will post an update.

    https://twitter.com/simplo85games

    The first person who should and must be excited about your game, is yourself. Don't get discouraged by no responses or whatever... just make a game you would like to play - but honestly look at your game and ask yourself if you would like to play it if it wasn't yours. Then ask for feedback and listen to this feedback.

    If you're serious about game dev, then buy the C2 license. Free version is very limited. If you're not serious about game dev then... well...

    Regarding promotion. There are social media groups (on FB for instance), hashtags (very useful on Twitter), indie game related forums etc. That's absolutely enough to start promotion and more important, to get feedback.

    Regarding the feedback, the rule is simple. The more negative feedback you recieve at the beginning the better for you later on. Positive feedback is kind, but it won't help you make the game better. So don't be discouraged by negative feedback, instead be grateful someone bothered to give it to you, so you know what you should polish, fix, change.

  • No, the group is still there. I think the link has changed. So just to update info:

    Skype: (removed)

    Discord: https://discord.gg/Dkvxx5C

    EDIT:

    new Skype link: https://join.skype.com/Bl5BNT1ujtQ7

  • Hey simplo85games!

    I never heard of your project before but I see no point in suspending it. The concept looks very good IMO. 2D platform shooter with possibility to deploy traps and turrets? Hey man that sounds actually really cool to me!

    The problem with this project is that it looks like an early prototype. So instead of suspending this one, simply polish it. Improve graphics, add movement animation to the player. Make it look tasty. The concept is good, just the graphics and HUD doesn't look interesting.

    If you polish this game enough, I'm sure it would sell well on Steam. And don't you ever give up on the project man. It's better to have 10 finished projects which were unssuccesfull rather than have nothing finished at all.

    Again, this concept looks good. Polish it, make it looks good visually. I would buy it for sure. I love games where I can set some turrets to do the job for me

  • The process I've been following is to export the first time with "Use new Indel XDK project format", but after that, add \www to your export path and turn the flag OFF. This gives you the best of both worlds - getting the new format initially, making all of the changes needed in XDK, then just updating the project code only, as you work though the remaining C2 issues.

    Yeah that was the way till r235. You cannot turn OFF the flag with r236.

  • Hey xmnboy, thanks for the reply.

    It's full hd video, it's weird it got blurred hmm. Anyway yes you are right, I'm exporting same project to the same directory second time. That's the way it is when you build, test, fix bugs, test, fix bug, test etc.

    I know that it works when I remove the project and then import it with XDK again. But this is abolutely not the way it should be. It happens most of the time that you have to export many times in order to tweak and test everything. That's why I reported this as a bug. C2 forces this export format with newest beta version so we have to delete the project each time before exporting now .

    And there's this bug with www directory as well, don't really have time to play around with this. But it happened before for other people, it happened to me yesterday, so it's clearly there.

    Guys, as Intel XDK is the only one officially supported C2 wrapper I would like to rise up a small alert and loudly ask you to cooperate a bit more with each other. Building mobile apps with IntelXDK and C2 is really hard recently. I know people usually publish their app once in a several months. But I freelance and make apps day by day and I see and feel every change.

    In April I was able to export/import projects to XDK without any issues. I was able to implement IAP, AdMob, Appodeal etc. fully working with iOS and Android. But with current situation it is really a hell for developers. Exports/imports have problems as described above + Cordova and official monetization plugins do not fully work on both iOS and Android.... And there's more, but it's not a topic for that. I actually posted some issues before as well, but got ignored...

    For now I had to move my customers apps to CocoonIO as I was unable to make all features work with XDK. And now even CocoonIO gets less comfy cause of C2 forces new project format.

    So please Scirra and Intel XDK try to make some test apps before releasing new changes. It's more a call to Scirra than to IntelXDK as Intel is not focused on C2 only obviously. But C2 is focused on IntelXDK. Nobody expects you to make C2 compatibile with all the possible wrappers obviously, but as Intel XDK is the officially supported one, I think you should tweak C2 releases/plugins to work with current IntelXDK version.

  • I tried to replicate the issue today to check if it's from XDK or C2. I can't replicate it because I have another bug today which I recorded a video (see below). Anyway, as I mentioned above, the "www" issue has been reported earlier and no matter if it's C2 or XDK issue, it is related to new project format, so this option should not be forced by C2.

    Regarding the new issue. Please see the video. It is C2 export bug for sure because as you can see on the video the bug occurs only after second C2 Cordova export.

    I have problem now with my customer's app, but I recorded this with my project - same error.

    EDIT: you can jump to 5:50 to see the first error, and soon after the second one. All the video before is showing how to replicate the issue.

  • I'm not puttign this in bugs section because it's not CAPX related.

    New project format keeps creating empty "www" subdirectories with every Cordova export. Tons of them. So many that when I try to delete them I got windows error and I'm unable to do so.

    This issue has been mentioned already long time ago... straight after the new project format option appeared. This was the reason I wasn't using it the whole time. But as r236 forces this new project format export, we have no other option.

    Ashley Tom

  • I made my own group watcher in the events, lol

    I think that's just another proof that it is a badly needed feature

  • Thanks !

  • Hey Guys! Guess what?!

    Thank you all very much for your support!!!

  • Hi Ashley!

    Working with C2 is much about toggling groups. Would you consider adding groups watcher to the profile tab of debugger? Groups are listed there already, so just some marker to highlight which groups are currently enabled/disabled would be a huge timesaver. Currently we have to use Browser.log which takes time to put in the particular groups, especially if you're searching for the bug in unknown place.

    So this could be done with brighting group name or bolding it or even adding some marker like (*) or whatever next to the group name under profile tab.

    Let me know if this is something to consider for you or there are some technical difficulties regarding such feature?

    Thanks

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  • Concerning the controller: theoretically you could make a construct2 game with the airconsole plugin and just save the exported index.html in the end as controller.html instead of screen.html

    The methods are the same for both screen and controller (send message to screen (DeviceID 0) instead of to the controllers).

    I remember I tried it some months ago and there were few issues. Can't remember from the top of my head but it was regarding some initial settings. So I believe not all from code below can be done with the plugin at the moment.

        var zaController = new ZombieAnnihilationControllerScreen();
    
        /** -------- AIR CONSOLE INIT --------- **/
        var airconsole = new AirConsole({orientation: AirConsole.ORIENTATION_PORTRAIT});
        var rateLimiter = new RateLimiter(airconsole);
    
        var sendHandshake = function () {
            airconsole.message(AirConsole.SCREEN, {
                handshake: true
            });
        };
    [/code:1xdohsfp]
    
    Also changing the index.html to controller.html is not enough as C2 export needs c2runtime.js, data.js, assets from subfolder etc. So screen and controller exports would overwrite their files. So changes in JS code to properly read relative files would be also needed.
    
    But yeah, it is surely possible, just need to spend some time to figure out what and where should be changed in C2 JS code.
    I even remember I asked Ashley in the past if he could point us where exactly should we change paths in order to be able to put related files under separate directories.... but got no reply so this would need to be investigated.
  • I know Rex has his own plugin manager, but having all of them in one place sounds really great. Especially if people could leave reviews for each plugin. Third party plugins often get deprecated after some time.

    I like the idea +1

  • Well, it's still in progress. I have a lot of freelance work recently so I somehow put lower priority to MoModth. However after several months I realized It's not possible to guarantee that all modules will work as intended. I've prepared three IAP modules for different IAP plugins. Switching between them is just a matter of copy paste, but currently there is no IAP plugin which fully work on iOS and Android (except CocoonIO's IAP).

    So when I realized that modules which worked several months ago are not working any more today (because of changes in C2, cordova, IntelXDK, Chromium, etc.) I understood I have to make MoModth a combination of modules made on native plugins (and not even all of them).

    I will surely update you guys once I back to work on MoModth, but for now it has to wait a bit.

  • I can't get any IAP plugin work for iOS. Several months ago Cranberrygame IAP plugin worked fine but now there is no IAP plugin available for C2 which fully works. Each one has some issue.

    Problem with Cordova IAP - doesn't trigger "on purchase product succeeded".

    Official IAP doesn't restore purchases for me (also doesn't have "on restore purchase success" condition) and doesn't cover consumables products. Can you tell what Intel XDK plugin do you use for Official IAP?

    I've been asking several times already and always been ignored but... let me try one more time. Ashley will there be ever a fix for official IAP plugin so it would work:

    • both for iOS and Android
    • with consumables and managable products
    • with restore purchases + "on restore purchases" condition

    It looks like currently it's not possible to implement working IAP with C2. Before we had Cranberry plugin, but now, nothing works.