Aphrodite's Recent Forum Activity

  • Canvas+ was not worth the effort, (they worked hard to redeem themselves, and are starting to communicate more) however webview+ does not rely on a weirdly custom made browser engine but on the webview, and perform well on iOS8 it seems.

    Basically you should not expect scirra to support any wrapper themselves, and cocoonJS are actually listening now so that may be worth a shot.

    I stick with the non wrapped multiplatform export that is the web so I cannot help further. Was just explaining the current situation as I see it.

  • Well, quality and market are two different things, and individuals (as I think it is mostly about them more than non publishers) can have a really hard time, proffesionnals are normally payed for their job, they have the security (not "I must finish it and sell it now! I need money" But "I have to keep doing a good work to deserve what I am currently payed for"), it is like doing a harder job with less experience and/or budget, less time too, and less planning ahead even (generally, there are not as much specialists in all related domains), and also something that big companies can do, and every men also can do, but that an individual game developper that tries to make a living cannot without taking a big hit: Fail, a big company can fail, they do not want to, but if it happens, well, they can take the hit, learn from it, and continue with the budget they have (pretty sure they try to see what happens if it fails so they do not take too many risks), an individual cannot really afford to fail on a game they have done for like 3 months, as they do need the money to continue, unless they had the chance of having a good amount of money beforehand, and of course, due to the lack of knowledge and help they might have, as well as time, the chance of failing is greater.

    However, some people actually try the other way around, rather than risking failing on a 3 months/one year/maybe more game, why not producing large amounts of games, and each can bring a short income so some can fail? And so mass production can exist, which fill up the markets.

    Of course that does not imply to someone that do games only for passion, without trying to make an income out of it (that does exist, before someone says it is stupid). As they have no budget or marketing or income to think about related to their games. An exemple would be someone with a job that does games during his free time, he has security, he has passion, he have less time of course, but is not squeezed by a need for money.

    As for the question, customers are tricky to satisfy, and the fact that money comes from them is the struggle.

    Of course all of this is my opinion.

  • Well...

    If I recall correctly, minecraft was not made to be the ultra big hit it has been, and king is not one of the "greatest name" of the industry.

    As for the indie struggling, it is actually their choice to be independant, however the gold rushing way it has been showed really did not help: everyone wants their part of the cake, and not everyone wanted to work hard for that part (let's be honest, I can understand that the flappy bird guy did not expect what happenned to him, but when everyone tries to replicate that sucess clearly just for money without passion nor working, not to do quality, it is bad), then you have also the viability of the different markets (googleplay seems to only works for "big names" to sell games, other have to rely either on ads or in app purchase since they cannot convince the player to buy their games, and since most of them think it is "normal to rely on advertising if the player does not want to pay" rather than "the players do not want to pay for our product, uh-oh... we are in trouble" I do not expect the situation to become better, some do not even care about what products are advertised, some even do not do games, they do something that can have ads in it first).

    Am I the only one to think that no matter how much people work on a product, we can at least expect quality? I do not say that we should all have games as good as GTA San andreas or batman: arkham city, but at least games that are more interesting that a game and watch, or at least where effort has been put.

    When I play a game, even older ones, I expect something good, is it a good story? Good controls? Good graphics? Heck not even that, consistency, the game has to feel right, not forced, pixel art made for the game can look better that ultra hd assets that feels wrong for the game, the story should not have forced passages (I will not forgive how phantasy star 2 killed Nei, it was really a "we kill a character because we could"), however some of the games I see one the google play lacks this consistency, they are like "pieces of games put together", like a cheap food platter trying to look like a 5 stars restaurant, but they lack the passion and the quality.

    Of course the quality of a one man game will not be the same as a big team, but that does not forgive the fact that it can be a bad game made by peopel that do not want to make any effort, and when a bad game is paid, or has advertisement in it, we should not let them pass.

    PS:not talking about you of course, while you do not have yet reached your full potential, you still are doing a great job and have passion.

  • Either delete the offline.appcache (quick, you lose the caching entirely though) or you support the game updating system with events.

    https://www.scirra.com/tutorials/70/off ... onstruct-2

    And that's it.

  • What you are suggesting indeed fails. I think what Ashley was talking about was having constant strings that point to your functions.

    Then, if you changed the name of a function, the only place you would have to update the value would be in the corresponding constant, which could be referenced elsewhere in your code. You would only have to do this for functions that were going to be called in multiple places.

    However, now that I think about it, I don't see why we should be prevented from naming functions with constant global strings...it's not like they are going to change.

    Ashley ???

    Actually, it seems to be due to the implémentation of functions themselves, where each "on function" issue a totally different call (when you call a function, it will not test each function's name then execute, it will only trigger directly said function), that however needs a direct name for the function.

  • If you are using CocoonJS canvas+, form controls (button, and textbox, as well as other like the listbox for exemple) will not work as canvas+ does not support them at all.

    I think ejecta suffers the same incompatibility.

  • Right click in the exporter window, show deprecated exporters.

    As for why this happened, a quick search on the forum should get you sorted.

    Actually

  • C2 exports an html5 page, that is entirely controlled by javascripts files, and as far as I know, unity support something ressembling to javascript to script inside it, but it is a "holemade" version with its own particularities.

    Also it is basically the way the interpreter interprets the javascript that cause that, the problem would still be the same, as there are not a unique JS to native compiler. Even if there was, C2 would still have to support the browsers also, so we cannot plain ignore this issue that happens also in some versins of chrome.

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  • "I have a number of arrays that are generated via the editor. I found this easier as we can't simply import data, so I needed to go in one by one and add the contents via Construct 2 events.

    I have 10 arrays, and each array contains over a hundred questions, and each question has 4 possible answers. This means that in order to build the array using events, I needed over 500 lines. "

    I suggest that you use project files instead, and that you fill an array using said project file

    for exemple: Questions.txt, content:

    Question1;Awnser1;Anwser2;Anwser3;Anwser4;GoodAnwser(1to4)|

    Question2;Awnser1;Anwser2;Anwser3;Anwser4;GoodAnwser(1to4)

    then you fill your array with the questions and awnsers with a function that will use tokens to fill it.

    Or something alike.

    Still agree with the original suggestion though.

  • "So useless

    So useless

    Not everything has to serve a purpose

    Cannot close the page

    So useless, but you need it"

    Realy beautiful, was only able to make it work on my laptop but with a lower quality, it ran smoothly without any issues.

  • I think you can just export as html5 and use the cloud compiler of cocoonJS

    Else, you can right click on the export selection window, and select "show deprecated exporters" to have cocoonJS availiable.

    I think you might need to include the cocoonJS open source plugin, but I am not a cocoonJS user (will never be), so I do not know a lot.

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Aphrodite

Member since 20 Dec, 2011

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