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  • Another factor to consider is if you're going to charge for the game. A free game can be however long you want, but short and sweet is normally the name of the game.

    However, if you're going to charge money for it, people will "want to get their moneys worth". Game length in time and levels, and price are factors here. If the game is too short in respect to how much it costs, people will get annoyed.

  • As I mentioned in the exe thread, expanded export settings would imo be a good idea for the future. Making it easier for the user to customize the exported page, including preventing selecting element as well as cosmetic stuff.

  • I can only speak for myself, but I don't think anyone has gone so far as to argue that html5 "sucks" because X reason. I brought up the input, 'not' as a pro for exe's but as an issue that needs to be recognized. It's cool that it's seemingly easily ammended, but if you hadn't pointed that out I'm not sure I'd have found that solution on my own. Or known how to implement it. I'm horrible with html/css and I struggle with editing my wordpress themes. I'd hazard a guess that there are a few more people like that.

    An nice solution to that could be expanded export settings sometime in the future.

    With the news that Chrome will be getting gamepad support (confirmed?), AND this https://wiki.mozilla.org/JoystickAPI I'd say screw exe exporter. Someone make a gamepad plugin! =)

  • The biggest disadvantage, in my opinion, that browser based games have when compared to exe's is that they are bound to the browser, and the browsers functionality comes first. This means making a game that uses the mouse, arrow keys, space, or any other key the browser uses, will be awkward.

    If you use the arrow keys then you can scroll the page unintentionally (which happens for me since c2 apparently exports a really large page for some reason. I've resorted to using the numpad for now), same thing with space. With the mouse if you click and hold you're essentially selecting stuff on the page, and if you then drag too far the screen will scroll.

    Now, when I preview a project, the game is centered on the page with a border and black background and I don't get these problems, but when I've exported the thing and run it from the net I get the white backdrop and the problems I listed are present. I'm not sure why the preview and exported pages are different. Especially when the preview page is 'better'. The keyboard issues don't seem to be present on the arcade though, but if I click and drag the screen scrolls.

    I dl'ed the Bastion trial from the Chrome store. Pretty nifty. but I'd rather get it from Steam, because the Chrome App runs at a set resolution and there's no settings at all apart from controls and subtitles.

  • This raises a question I've been thinking about for a while. How does C2 deal with indexed PNG's? If you're using indexed png's then yes, you have a much more limited color palette to work with, but it's really size efficient (I tested making a 150kb image indexed and it got around 10-15kb after I did). It's probably more useful for pixel graphics though.

  • Sure. I'll just mention this first, I'm going mainly by MMF1/2 knowledge here, but I'm guessing the general logic is the same, since there are many similarities between MMF2 and CC.

    As far as I know, the main difference is how/when the sounds are loaded. If you bake in the sounds into the exe, the exe will (narutally) be larger, and consequently take longer to load. Having just one file can be seen as both a pro and a con I guess.

    Loading the files externally will in general allow the program to load up quicker, but it will load the files when they are called for (which back in MMF1.5 times were kind of a big deal IIRC). If you don't want the audio files to be easily copied or accessed out of game, then this would be a con, since you effectively store the files outside of the executable.

    Now again, I'm not 100% sure that this is completely true regarding CC, though it was with MMF2. However, unless you are doing something seriously intensive you shouldn't have much of a problem with either method, since computers today are more than powerful enough to handle loading the files on the fly. It's good to keep in mind though.

  • There's two ways of doing what you want.

    The first one is to point Construct towards the right path where the sounds are placed, when using external sounds. To do this you need to use the "AppPath" expression when pointing Construct to your files. If you have your sounds, like a file called sound1.wav for example, in a folder called audio that is placed within the same folder as your executable, then you'll want to do something like this: AppPath & "/Audio/sound1.wav"

    Alternatively you will want to add the files as resources within construct, effectively baking the sounds into the executable. Add the sounds to the "Files" folder in the project view, you'll then be able to access them as resources with either XAudio2 or Audiere, whichever you prefer.

    There are pros and cons to either method, if you don't want/need to go into detail about which is better, just use whichever method comes easiest to you.

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  • I just moved into a new place and got my internet up. So I decided to check the speed.

    Test 1

    Test 2

    =)

    Edit:

    Pingtest:

  • I just found out about this. Some guys have started making a fighting game based on Friendship is Magic. Thought some people here might find it interesting (that is if you didn't know already =P )

    First part, out of four, of a live stream of the game.

    [TUBE]cR9qtgIi3Rw[/TUBE]

    Looks like they're using 2D Fighter Maker to make it.

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  • Ran three separate tests on different games I've made. All work. Faster than Chrome and Firefox.

    pretty big flaw here. It's simply running Internet Explorer. So if the users version of internet explorer doesn't support html 5, then it won't work and they'll have to update. It also doesn't seem to include audio files in the exported program. I tried it with a little soundboard thing I made, and none of the sounds play.

    I'd agree with Newts sentiment.

    Pretty much any workaround found, short of an unofficial exe exporter specifically made for c2, would be inferior to a proper exporter. The whole idea of the exe is to not have the restrictions of a browser, so baking a browser into an exe just to get an exe seems backwards to me.

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