adamcreator's Recent Forum Activity

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  • How do I figure out what I need to fix in order to successfully load up my game on Xbox consoles? When it fails to load, the blue loading bar will turn red, and the loading will freeze, or give up, permanently. Is there a known cause or fix for this, or, if not, is there a way to test or debug the exact cause? Such as through Visual Studio or some sort of test environment, with a log that will reveal the exact issue at the exact moment that the loading bar turns red, so that I know what I need to work on?

    *UPDATE: Check my last post in this thread to see my update, if you too are struggling to get a game to load up on Xbox consoles.

  • I'm probably just daydreaming here, but in case it actually helps: Maybe Scirra can reach out to the few game-porting companies to talk about forming a partnership (or even acquire them), since those companies have already been doing this for years, so Scirra doesn't have to. Then maybe the porting companies can get more employees to get faster. And part of the deal is that every game ported thru them made in Construct legally MUST say "Made in Construct3" at the opening, much like Unity does. Maybe with the Construct logo is an attractive phrase like "Game-Making Made Easy!" to attract more business for Construct. (Although also useful to mention the words "No Programming Required") Then Construct reaches a whole new level of success, because every game ported to PS, XB, or NS thru the third-party companies attract new customers to Construct, thanks to the requirement to credit C3 in the game's opening. Everybody makes money and wins.

  • Congrats! So then Steam is easy to put a C2 game out on? I'm debating whether I should pay the $100 fee or not. Would you recommend it? Is it easy? I have Construct2, I don't want C3. Did you use C2 or C3? Just trying to make sure it's easy to put out a C2 game on Steam today. No pickiness on Steam's part in regards to accepting or rejecting the game?

  • Why doesn't Scirra start its own game-porting service for consoles? Being able to expand to the PlayStation/Xbox(native)/Switch families would finally make the most friendly game-making software in existence lucrative too. The only porting companies I've heard of are "Chowdren" and "Ratalaika", and I hope they eventually get back to my e-mails--busy for Easter weekend maybe--but the info on their websites refers to the C++ translation process as "automatic". I'm sure there's more to it than the click of a button, but the very notion that it's possible--not to mention easy!--to convert C2/3 games to consoles, is enough that I can't help but wonder if Scirra is overlooking a golden opportunity to expand C2/3's capabilities, even if a special paid service is required as opposed to a do-it-yourself?

  • I've read about "Chowdren" and "Ratalaika". I'd appreciate any advice anyone may have about either of them, or if you know of another for comparison purposes, please let me know of them.

  • Has anyone beaten the Xbox One red loading bar, to teach me what to do? I lowered the sizes and quality/resolution of all images and audio, and I can see the loading bar going a bit faster and more confident, but still not enough to beat the red bar freeze, which also eventually turns the screen black and the Xbox has to be turned off by holding in the Xbox logo on the console. How to get past it?

  • How do I avoid a red loading bar and permanently frozen load time when running my game on Xbox One console?

    My best guesses:

    1) Does the fix mostly have to do with lowering the size/quality/number of images?

    or

    2) Does the fix mostly have to do with having a smaller overall file size? (Even if that merely has to do with lengthy background music files as opposed to images? Or can audio files not contribute to red/frozen loader?)

    (Frustrating how weak Construct/HTML games are on Xbox One console vs computer. A game that takes maybe only half a minute to load on computer, doesn't bother to even try to load any further after a short time on Xbox. It's like it has to load quick, or not at all, on Xbox. Very strict window.)

  • Sorry for super-giant post, but I'd appreciate if anyone can even read or answer any small part of it. Thanks.

    1) Xbox: The Creators Collection/Program used to be the best way that I knew of to get exposure without needing to spend money I don't have to advertise, because players would see it pop up as a new Creators Collection game, perhaps particularly if a free demo version is also put out since gamers like free games, but it (seems?) as though Xbox removed the Creators Collection area as of about 2yrs ago?? (Construct games run super-slow on Xbox if at all, but players can just be told to instead play on any Windows device.)

    2) PlayStation: Possible yet?

    3) Nintendo Switch: Possible yet? I'm especially surprised (if) we can't publish games on Switch yet, because anyone who sometimes views the Recent releases knows how many 'trash' games are released on Switch (to see some examples, just look for the ones that cost only $0.99-$1.99). What are they using to make games? It's hard to imagine they know how to code just to make stuff like that. Switch seems so ripe for indie developers if only we could access the market.

    4) Steam: Is it worth paying the $100 Product Submission fee in the Steamworks Distribution Program? I find it odd that this fee must be paid before even successfully being able to submit a game! I think they should relocate this fee to the final step, i.e.: After your game is 100% okay to launch, pay the $100 fee, and it's listed in the Steam Store. If I pay the fee, will I be able to publish my game easily, no problems, no hard stuff? Or are they picky, unlike Xbox Creators Program?

    5) Android/iOS Phones: How do we publish games that are over the 100MB limit/a few GB? Any tutorial for Expansion Files or whatever would be required to get past the 100MB limit?

    I clearly don't know anything about this stuff, but: why can't Construct2/3 just finally export to PlayStation and Nintendo Switch? I know C2/3 is based on HTML, but so? Why not just do what's required to finally export or translate or emulate or what-have-you to those consoles? Well-done tutorials can take it from there, when it comes to things like dev kit or whatever that is, holding our hand all along the way. At the very least, do something with Unity as a middle-man between Construct and the Exporting process? (Although if C2/3 games would run as slow on those consoles as they do on Xbox, maybe Windows is the ONLY viable option for us anyway. I don't know if this would remedy the issue, but maybe something would have to be done about the way C2/3 seemingly loads almost everything at once and always has too much data loaded, dragging down the performance on Xbox, instead of allowing for load times during the game, like other games do.)

  • Anyone? Or should I post to Construct3 forum for replies?

  • I know we can publish to Xbox Creators Program/Windows Store, but what about each of these?:

    1) PlayStation: Possible yet?

    2) Nintendo Switch: Possible yet?

    3) Android/iOS Phones: How do we publish games that are over the 100MB limit, such as a few GB? Any tutorial for Expansion Packs or whatever would be required to get past the 100MB limit?

    4) Steam: Is it worth paying the $100 Product Submission fee in the Steamworks Distribution Program? I find it odd that this fee must be paid before even submitting a game. I think they should relocate this fee to the final step, i.e.: After your game is 100% okay to launch, pay the $100 fee, and it's listed in the Steam Store. If I pay the fee, will I be able to publish my game easily, no problems, and of course no coding/programming? Or are they picky, unlike Xbox Creators Program?

    5) Any other great consoles I'm missing that will give my game a wide audience? Are "iOS web app" or "Chrome Web Store" any good for exposure, or may as well skip those? I think most gamers use video game consoles or Steam.

  • How do I just have smaller loading times during the game instead of loading the entire game at once at startup? The way games are supposed to do. I assume not possible?

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adamcreator

Member since 13 Mar, 2015

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