twg's Forum Posts

  • I guess using proprietary software will always have issues like this, however that doesn't sound like licensing, more like selling the game outright.

    Be sure and read all the fine print.

    I'm guessing you haven't dealt much with licensing before, even for non-exclusive licenses for games made with C2, sponsors/portals will always ask for the capx along with the exported game files so they can make API changes down the line, with other HTML5 engines they can make changes they need right there in the JS of the game files.

  • Its supply vs. demand.

    The supply of games from those engines fills their needs.

    The answer is to increase the demand.

    Make a game, in C2, they can't live without.

    From the companies I talked to the reason they are requesting games made with Cocos or Phaser is because their in-house devs use these engines, and down the track if they need to make adjustments to their API they don't want to have to go back to the dev that made the game to make changes for them every time they update their API. So even if you make a game they "can't live without" they aren't going to hire a new in-house dev or contract work out for simple API changes for a game made in an engine they don't support, when they could get the game made by another dev using Cocos or Phaser and make integration and changes with their API easier down the track.

  • This question is mainly aimed towards C2 users that work primary in licensing(exclusive/non-exclusive) and contract work.

    I've been working with C2 and also another engine (Gamemaker) for over a year now making mobile & web games, self publishing my work. Recently I have given licensing a try, contacted a few companies, worked out a deal for one license for a HTML5 game made with C2 and it went really smooth, they even had their own C2 plugin for the API. I was also contacted from a few companies about doing some contract work for HTML5 games with mobile versions as well, but all of them were looking for HTML5 games made with Cocos2d-JS or Phaser specifically. From what I have read on other forums, some(not all) of the bigger sponsors aren't even accepting Construct 2 games.. Technically it really shouldn't be an issue if you use C2 because of the Javascipt SDK, implementing someones API is pretty straight forward if you know Javascript, but still a few sponsors for licenses are not wanting C2 games, and all the contract work I have looked into are looking for Cocos and/or Phaser games.

    Anyone that does a lot of licensing games or contract work, what are your thoughts on this? Have you been ok just working with C2 for both licensing and contract games? Have you had to move to another engine? Any input would be appreciated, thanks.

  • While in theory it seems like it would be awesome, I tried this with Gamemaker because it supports vector sprites in the form of .swf, I tried replacing all the sprites in one of my games with vector sprites, and how much it kills performance is insane, went from 60fps to unplayable, on mobile browsers at least.

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  • So I did some testing and turns out it is a bug with either C2 or Chrome for iOS and the Android stock browser, neither of these browsers will trigger the Browser>On Suspend or Browser>On Resume events, which is also I guess what makes background music not stop playing when the browser loses focus. Link to the bug report is https://www.scirra.com/forum/viewtopic.php?f=151&t=149430

  • Problem Description

    Browser>On Suspend & Browser>On Resume not triggering on Chrome for iOS and Android stock browser.

    Attach a Capx

    https://drive.google.com/file/d/0B7P74F ... sp=sharing

    Description of Capx

    A blue sprite and a orange sprite show up when you load the layout, when the browser is suspended(minimized to background) and Browser>On Suspended is triggered, the blue sprite changes to green, and when Browser>On Resume is triggered the orange sprite changes to pink when the game is is the foreground again.

    Steps to Reproduce Bug

    • Open the game in Chrome for iOS or the stock Android browser
    • Minimize the game to the background by pressing the home button on either iOS or Android
    • Reopen the browser to the foreground

    Observed Result

    When the browser is minimized to the background then reopened the blue sprite does not change to green because Browser>On Suspend was not triggered and the orange sprite does not change to pink because Browser>On Resume was not triggered.

    Expected Result

    The blue sprite should change to green when Browser>On Suspend is triggered, the orange sprite should change to pink when Browser>On Resume is triggered.

    Affected Browsers

    • Chrome for iOS (YES)
    • Stock Android Browser for Android 5.0 (YES)
    • Internet Explorer: (NO)
    • Firefox: (NO)
    • Firefox Android: (NO)
    • Chrome for Android: (NO)
    • Chrome for PC: (NO)
    • Safari for iOS: (NO)
    • Safari for Mac: (NO)

    Operating System and Service Pack

    Windows 7 Home Premium, Service Pack 1

    Construct 2 Version ID

    r209

    Notes: I noticed this bug when testing a game on Chrome for iOS and the stock Android browser, when you minimize the browser to the background your background music keeps playing, but on Safari for iOS and Chrome for Android it stops playing the music till the browser gains focus again. Not sure if this is on the C2 side or on the browser side.

  • Ok, found a solution myself.

    Mine sharing your solution?

  • Having an issue where music keeps playing on on Chrome for iOS and the Android stock browser if the browser is minimized.. Weird thing that it pauses the music if you open a new tab in Chrome iOS, but not on minimize. The music stops fine in Safari on new tab or minimizing it, same goes for Chrome for Android. I have tried

    1. Checking Pause on unfocus

    2. Browser > On suspended > Stop All & Stop by name

    3. Browser > Page is not visible > Stop All & Stop by name

    None of these work, not sure what the issue is here, ideas anyone?

  • I spent the last 6 months making a game with C2, which I completed, was compiled using CocoonJS, and used the work arounds of opening Facebook/Twitter in a browser window for social sharing. The game was actually ready to launch in all the app stores, but got a publishing deal about a month before release, so the release has been postponed. Lots of new features were added but the main thing I'm trying to integrate is the full use of social sharing, the full Facebook SDK, share, post to walls, invite friends, leaderboards, and access the graphi api to check if something has been posted, get post_id etc. I originally thought I could just switch to Crosswalk for Android and Phonegap because of the Facebook plugins available for them, but even before getting to trying to integrate social stuff, I ran into way to many performance issues, the games runs really choppy/jittery on Crosswalk mainly because of the html5 issues with Chrome 38(I tested in canary and saw that this issue was fixed, but not yet in Crosswalk). On Phonegap game runs good on ios8 but absolutely horrible on ios7, and with ios8 market share only being about 47% at the moment I don't want to cut ios7 users out. That only leaves Ejecta and CocoonJS, Ejecta doesn't have an option for using the full Facebook sdk with C2 and even the newest CocoonJS, while it runs the game great, you can't access the graph api with the C2 version of the plugin. I thought maybe I could load a iframe and use the JS Facebook sdk, but I have no way to transfer data from that iframe to a variable in C2. Not really sure of any other ways to integrate Facebook SDK into my C2 game that work for both iOS and Android and it's looking like I will have to port the game to another engine. Advice anyone?

  • Webstorage, you can save any variable to it, scores, levels, unlocks etc.

  • Been playing with rot.js in Phaser a lot, nice to see it ported to C2, nice work!

  • Does this plugin have any events to check if post has been successful to Twitter and Facebook?

  • I'm using CocoonJS and looking through the docs, it says you can make graph API calls, but in the newest C2 plugin I see no way to reference this. I'm wanting to be able to see if a FB/Twitter post has been posted, I know CJS doesn't support twitter so I will have to figure another way around for that, but for FB you would normally just make a call to the graph API and check to see if a post id exists or is returned, in the CJS plugin docs it says you can make graph API calls, but it doesn't seem you can access it in the C2 plugin? Also it supports showFriendPicker which doesn't seem to be in the C2 plugin either. I saw there was a tutorial on cloning the default C2 FB plugin and adding invite friend support, but I'm not sure how this will work with CJS? Anyone got any idea on how to implement these features using CocoonJS?

    Note: I switched back to CocoonJS because of the Chrome 38 vysnc issues with movement which affects Crosswalk, and problems with no FB support for iOS with Ejecta, and Phonegap exports run like crap on iOS7 for my game.

    Any help would be appreciated thanks.

  • IntelRobert is it possible to use different versions of Chrome in crosswalk such as using a version 40 canary build?

  • Testing on Chrome canary 40, the jitter and stuttering is almost completely gone from movement for me. Is there a way to use this build of Chrome right now in Crosswalk or do we have to wait for the stable release and Intel add it to Crosswalk?