Elliott's Recent Forum Activity

  • To clarify in my case, the need for source files were for adjustment to fit a "wrapper" (not a wrapper in the sense most of us are used to) app - the licence was a custom exclusive.

    Maybe a lot of C2 user (hobbyist or quickmoney people) submitted LQ games to them and gives them an impression of C2 games are worthless? That's dangerous, given that C2 is the easiest tool to make games, it's logical to think that a lot of LQ games are shoved into the publishers face.

    The publishers I work with never have a problem with quality (which isn't really engine dependent as the HTML5 market is overwhelmingly cosmetics driven) but rather dev usability; they want a source file that they can open in something like Notepad++.

    I'm literally conversing with a dev at the moment about this issue, and as I'm code-ignorant, I'm clinging to the hope that an unminified c2.js is something that can be worked with, or I'm going to have to suggest they get busy with the C2 SDK and make a plug-in that can do what they want in-engine.

    Finger crossed...

  • Can confirm - currently working through a headache with a publisher, trying to talk about source code is a nightmare.

    My experience is with publishers using my HTML5 work as a kind of white-label service though; I can't see any issues with a simple publisher who posts games to portal.

  • That's surprising! Could Aurel comment on his reasoning? It's not a intuitive call to make so there must have been a thought process behind it.

    Just as a commentor looking in, particles don't have as varied events or frames, so I can't see an inherent positive.

  • I always enjoy coming here to check up on the progress Hope to see more!

  • Imagine if nintendo entered the smartphone market...

    Exciting idea, but I can't see it happening - Nintendo will effectively kill their own titles if they expect a £30 catridge game to stand up to a 99p casual game.

    Now if Nintendo went digital, that'd be interesting.

  • Repost as per rules.

    Problem Description

    Add the audio object to a C2 file, add an audio file - the game will not load on the native browser on Android devices.

    Also seen in this terribly, terribly recorded video:

    Attach a Capx

    Attached.

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    Add the audio object to a C2 file, add an audio file, hit preview over LAN or host online. Open in Android browser.

    Observed Result

    Literally nothing. The game hangs at the loading screen.

    Expected Result

    Something.

    Affected Browsers

    Native Android browser, Chrome is unaffected.

    Operating System and Service Pack

    The mobile device I am using is a HTC Desire HD running Android v2.3.5 (Gingerbread), whilst out of date this is primarily for legacy compatibility, my employer has the same issue on what I can only assume is the latest Android software and hardware, but I can check if needed.

    Construct 2 Version ID

    r178

    Notes:

    The audio object alone doesn't break the project, but adding audio files will, I will try later with different files, but for now I am using one from the Asset Bundle.

  • How many badges do I have to get before I get a different colour woggle?

  • Problem Description

    Add the audio object to a C2 file, add an audio file - the game will not load on the native browser on Android devices.

    Also seen in this terribly, terribly recorded video:

    Attach a Capx

    Attached.

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    Add the audio object to a C2 file, add an audio file, hit preview over LAN or host online. Open in Android browser.

    Observed Result

    Literally nothing. The game hangs at the loading screen.

    Expected Result

    Something.

    Affected Browsers

    Native Android browser, Chrome is unaffected.

    Operating System and Service Pack

    The mobile device I am using is a HTC Desire HD running Android v2.3.5 (Gingerbread), whilst out of date this is primarily for legacy compatibility, my employer has the same issue on what I can only assume is the latest Android software and hardware, but I can check if needed.

    Construct 2 Version ID

    r176

    Notes:

    The audio object alone doesn't break the project, but adding audio files will, I will try later with different files, but for now I am using one from the Asset Bundle.

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  • Great news Naji - keep us posted

  • Whilst the transparency might be appreciated it dulls Scirra's competitive edge as a game engine - we have vague ideas of where certain things are going (i.e. modularity) which I feel is enough information.

    ...That and the beta releases are like a mini-Christmas for me...

  • You can use separate objects.

    Alternatively you can create an "exit" object with an instance variable of "level", you can then dictate your events based on the value of each exits level value.

    I'm ad-libbing here, and I've never tried it but it might work, you could try adding a "pick by unique id" event to your exit collision as a conditional.

    To change layouts after an animation has finished, you would simply use the "on animation finished" event prior to your got to layout action.

  • You can either use events to spawn your player objects onto the layout, or simply place them on the layout in the layout view.

    For audio, you want it to be both .ogg and .m4a

    https://www.scirra.com/manual/84/sounds-music

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Elliott

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