Mystwalker's Recent Forum Activity

  • I'm with PixelRebirth on this. Bandwith issues aside (speed, capping etc), just the simple fact that some users bought a license on the understanding that an exe exporter would be available at some time.

    I bought the license on that understanding. I am not for all the hype of web games. I'm not the kind of person for that either. I think an EXE exporter is something no game making suite should be missing, for many reasons. for the web to get as good as an EXE, could take years, and the reason why I like software like C2 is for speedy development. I cannot make my game as a web game, it simply will not work, not as of now or in the near future. My computer is not that powerful, when I run simple HTML5 games, they lag, and that just makes it not enjoyable, I don't even want to go near bigger web games, it would be a nightmare. On the other hand, my computer has no issues running EXE game at all, for example, PES 10 runs just fine and 2D games are no problem at all. Like me, there are many, whose computers simply do not live up to the expectations of today's standards, yet, EXEs have given me a chance to enjoy these games, that if they were web games, it would be an impossible task.

    EXE people and web games people, are very different. I'm the kind that casual gaming bores me to death. I would think attracting all kinds of audience it's a better deal than just one kind.

    I would wait a year for the exporter, but dropping it would be like a kick where it hurts. Also, I wish there was some third party individuals willing to do the exporter.

    EXE Gaming != Web Gaming, it's just as simple as that.

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  • Makes sense. I kindly thank you for yer time and help.

  • I'd wait until the next build. I fixed some issues with C2's export of audio files. If you still have trouble in the next build, and you're sure it's not browser bugs, maybe think about contacting your host.

    Okay I got it. Any idea why it works on DB and not on my server?

  • Ashley, well I'll be. The thing works on Dropbox..... I guess it's my server? I don't understand why. I am gonna have to to contact my server provider. *sigh*

  • Ashley, oh I see. I did add that MIME type just now, I am gonna try to see if it works at Dropbox. I just find it odd I haven't heard anybody with this problem, so just to be sure it is not my server, I will do that.

    What about the other issue where the application behaves erratically? Also, today I found out that this same thing also happens while in the editor! Sometimes, the project will behave the same way as it does in my server, ogg won't play and it stops reading my events. All I do though, is close C2 and re-open it, and it goes away. You might be right about it being a bug.

  • This would indeed be an interesting feature!

  • So first of all your server is serving offline.appcache with the MIME type text/plain - it should be text/cache-manifest for the offline feature to work properly. However, it shouldn't affect the audio.

    Ashley, okay, I checked the MIME types and I cannot see text/cache anywhere. Here's a pic of it.

    So I think I should add text/cache?

    y poking around in c2runtime.js, it looks like one of your audio files is:

    http://www.dsc.squareserve.org/Player/media/Goblins%20Marching%20in.ogg

    This is a 404 so won't play (if I got the URL right). Have you set up the MIME types properly as I described in my last post?

    This is odd indeed. The link you gave to the audio seems to be correct, but it does give a 404 error. However, I noticed that in my server, that link doesn ot have capitals, only lower case, and it does work [link]. About the ogg MIME type, I think it is correct?

  • Ah, I was wrong. The bounding box collision is only for Physics and doesn't seem to make a difference. I also think the pixel detection it's being too precise. Looks like the sprite it's going up and down stairs.

  • Ashley, link to the project. Sorry I thought I did. =

    The first three songs are the ones that work, the ones that have names. Click the play button and it will change to stop button, click again and it will change back to play, click yet again and nothing will happen.

    Number on top corner is the variable that makes button change states.

  • You could make the collisions as a "box", meaning, all pixels in the sprite will be detected.

  • I guess since this was resurrected I can post my problem here.

    The other day, I made a post stating that my project, once uploaded to my server, it won't work properly. The project works perfectly in C2 and when exported and run from my computer. But once I upload it to my server, the project loads... but it behaves erratically, and songs do not play. This project is intended as a library of my future game's OST... music files are OGG Vorbis. Folders and files name are completely untouched. I just drop the folder in the server the way it was exported by C2... The errors range from, music not playing to the actual events just stop working. I have no idea what it could be.

  • Yep, the EXE exporter should support all core features (but maybe not all plugins).

    Cool! I'm guessing you mean plugins having to do with HTML5 and web apps., right? An EXE wouldn't have much use for some of these, I suppose.

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Mystwalker

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