Studio Mercato's Recent Forum Activity

  • FYI if you run your game from Visual Studio on your PC, it will be debugging, and it will run slower. Once it's loaded on the Xbox, if you run it directly from there (and not from your PC), it should run around full speed. Do you have a framerate counter in your game?

    Unfortunately the Xbox One is not a powerful system when it comes to html5 games, even mediocre PCs are often faster.

  • XavierOrionGames Hey it's been a while, glad you got your game released on Xbox One!

    Unfortunately Nintendo themselves are not supporting html5 games for Switch (even though they did for Wii U). I wish they did too.

  • rayray For opening in VS 2017, try editing your .jsproj file like I wrote here:

  • andreyin Are leaderboards working for you? Sounds like a lot of people in this forum are having trouble getting it to work.

  • AmpedRobot The link I listed above just shows free games. Like I said there are about 140 games in the Creators Collection now, so then there's probably about 80 paid games. I also see your game Dark Sun from an Xbox One.

    Good point about page views. Our game Crystal Brawl has about 1000 pages views over the last 7 days. However when the Creators Collection first launched in August, it had more than 30,000 page views the first week. That first week brought the most installs by far, and installs have considerably tapered off since mid-October.

    It's estimated there are about 35 million Xbox Ones sold so far. If your game supports Windows 10 PCs then that increases your potential customer base. But for our game, Xbox One has about 75x more installs than PC, so PC is pretty insignificant. But even on Xbox One, the Creators Collection is not highly visible. You really should check it out on an Xbox One if you haven't yet.

    I don't understand your sandbox issue. Did you get it working before you first submitted your game? Did you follow instructions like this, which you should have found in the tutorial above?

    https://developer.microsoft.com/en-us/g ... -sandboxes

    You can also try getting help in this forum:

    https://social.msdn.microsoft.com/Forum ... boxlivedev

    And the code you found is in C++, you can't just stick it in.

  • AmpedRobot I'm going to answer your PM here, since this info might be useful to others.

    There seems to be 140 games in the Creators Collection now, new games seem to come fairly frequently.

    Here's a web-accessible list of mostly free games on the Creators Collection. Not all of them are free, I don't know why. I also have not figured out how to query it so non-free game show up. The page seems somewhat broken, but what's listed on there is still useful.

    https://www.microsoft.com/en-us/store/s ... box&q=free

  • mammoth Did you try what Cryptwalker suggested and follow this tutorial:

    https://www.scirra.com/tutorials/9540/u ... n-uwp-apps

    And edit the Target SDK in the .jsproj file, as I wrote here:

    xbox-one-uwp-performance_p1147037?#p1147037

    If you did the above and it still doesn't work, can you be more specific about where it goes wrong? Many people in this forum have gotten it to work.

    But here is a Microsoft forum dedicated to Xbox Live dev:

    https://social.msdn.microsoft.com/Forum ... boxlivedev

  • AmpedRobot

    You can set the version number x.0.0.0 in Construct's project properties (where you put your game name, window size, etc) and then you don't have to edit it in Visual Studio.

    I don't know what Construct advertises, but playing PC games with Xbox 360 controllers was very common, it was pretty much the standard for years. Until this past year you couldn't even make Xbox games with Construct, so I guess everyone knew the 360 controller support was meant for PC.

    Xbox 360 came out 12 years ago and is very old, no one is making games for it anymore, that's just how consoles go. I doubt many people turn on their Xbox 360 anymore, even if they still have it, so its current audience would be pretty small. And html5 games would run poorly on it anyway.

    As for your other build and controller issues, they sound like regular Construct / game dev issues, so you should probably start a different thread elsewhere. I'm not too knowledgeable about those. I personally have not noticed differences between Xbox One and 360 controllers, but I haven't particularly tested for that.

    If you are manually copying files from different builds or something, I would think that's very risky. But again I'm not knowledgeable enough about it.

    For the newer NuGet packages, are you talking about the ones that end with XboxOneXDK? It seems those are used by people in ID@XBOX, but not for UWP and the Creators Program.

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  • AmpedRobot

    Xbox Live is not equivalent to Xbox 360. Xbox Live is also for Xbox One. I released a game for Xbox One, under the Xbox Live Creators Program.

    The other option is called "ID@XBOX", you should look it up. But to simplify, yes it has more stringent requirements. This is also for Xbox One. You can't make games for Xbox 360 anymore, for years now.

    I'm glad you got VS2017 working. It was working for me with r245 too, it's the version I shipped my game with.

  • AmpedRobot

    No I wasn't talking about the preview browser. When you make an html5 game for UWP for Xbox One or Windows 10, the games are running internally using the Edge engine. So the packaged app will probably run similarly to when you preview the game in Edge, though you should test and make sure.

    By "Xbox Live" did you mean the Creators Program? Those terms are not equivalent, but ok now I know what you're talking about. I think many people here are releasing on Xbox One via the Creators Program, and that's what I did as well.

    Consoles are not way superior to PCs, especially for html5 games. To grossly simplify, html5 tends to be more dependent on the cpu, and cpus on PCs are better than the cpus in consoles.

    There should not be performance differences in the builds C3 and C2 produces.

  • AmpedRobot

    Chrome export does not produce a VS project. If you mean you can open the html and javascript files in VS, then sure, but you can't build a UWP game with that. That's unfortunate you're having music issues with Edge, but you have no way around it for UWP. I and other people are not having audio issues on Edge.

    I didn't notice performance get worse as the SDK got newer, so I don't know what to tell you there. But when you install VS2017, you can chose which SDKs to install, including 10240. I personally install 10240 and whatever the latest is, so currently I have 10240 and 16299, and not the ones in between. I target the latest, and I keep the min target at 10240.

    I agree the tutorial should be updated with the .jsproj editing steps, I added a comment at the bottom of the tutorial suggesting Ashley do so.

    Yes games run slower on Xbox One compared to PC, even PCs with fairly low specs. FYI if you get your game running on Xbox One, once it's on the Xbox run it directly from the Xbox, not from Visual Studio. When running from Visual Studio it is debugging and runs even slower, so run it directly to get the actual performance.

    Finally, what do you mean by "Xbox One as opposed to Xbox Live"? Making a game for Xbox Live usually means making it for Xbox One. Xbox One is 4 years old now, it's not new.

  • AmpedRobot There are a lot of posts on Xbox here in the Scirra forums, you should do a search for "xbox".

    1) VS2017 Community with the latest update works, I use it. Sounds like you need to edit the .jsproj file, like I wrote here:

    2) Does the solution open in VS2015 without editing the .jsproj? That's surprising, but good to know if so.

    5) For Xbox One UWP html5 games, Microsoft uses the Edge engine, there's no choice here, you can't use Chrome with UWP.

    6) You can use the latest 16299 SDK, I do.

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Studio Mercato

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