Sam Dimanche's Recent Forum Activity

    A petition-like grouping seems like a very good idea. It would be more impactful than single developers asking around and being immediately forgotten. It would show how many developers are actually interested.

    Worst case scenario there aren't enough of them but at least the situation would be settled.

    Either that or a survey sent to every Construct 3 user.

    "Would you like the possibility to export a game for the Nintendo Switch?"

    Then with a figure in hand it's easier to have another meeting with Nintendo.

    Haha sure that is what I am going to do, it is just that overall as a construct user you very often feel like you're "reinventing the wheel". This is the case here since I'm sure I'm not the first one looking into porting a game to the Switch ^^

    If anyone has any experience on the topic, any feedback would be appreciated.

    Right now the only third-company I've found that provides this service is M2P Games, with Chowdren. They do have their own topic. But I don't know if there are more of them around.

    When I feel confident enough maybe I'll end up creating such a Roundup topic myself.

    We've asked, and to no avail. I don't think we have any more leverage than a game developer. I think the most likely way they will change their minds is if loads of game developers are asking them about it, which is why I suggest that everyone interested in this asks Nintendo.

    I understand. I'll try to ask myself as soon as it feels right, to weigh in a little.

    Thanks for your quick answer. I can't realistically ask Nintendo myself since I have basically no power over them and am yet to publish a game on a Nintendo console. I would have thought Scirra would be better positioned to do so than developers, but maybe not.

    Regarding the third-party companies, I don't suggest you endorse any one in particular, but if you were say to create a space where it is easier to access a list of these companies and how to establish contact with them, it would help tremendously. Maybe a simple forum topic dedicated to this would do the trick.

    Right now it kinda feels like porting on the Switch is a bizarre thing and you need to search for contacts on the dark-web to achieve it (kidding of course) since it's not mentioned anywhere officially :3

    The only topic on the subject I found is the one of Chowdren, I don't know if they're alone on the market or not.

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    Although I do not agree with how OP formulates their demands (see the other locked topic) allow me to jump on this particular ship.

    We are releasing our first game next week on Steam under the name "Puppy Cross". I'll create a little topic then to promote it, we are beyond excited :D

    We really want to port the game on the Nintendo Switch though, and as OP said, the absence of Switch support from Construct is quite regrettable. Is there anything planned at all regarding this shortcoming in the future? The Switch is no questions asked the hottest indie game console platform these days.

    Is it a HTML5 problem or something ?

    Yet, I have heard some companies were specialized in porting games from Construct / Clickteam Fusion to the Switch. If there's no plan to be able to export native Switch projects, at least is it possible to create a sort of "Roundup" or Manual Page to explain the steps that need to be taken to go the port-way, and maybe curate a list of reliable port-companies?

    Thanks everyone

  • Hey guys! I wanted to check quickly if the correction had been done, and I noticed it was the case in the English version, although there's a little typo :

    When you scroll down it is correctly explained again afterwards:

    However the French Translation has not been corrected and still says it is "total lifetime revenues" that need to be checked.

    Especially when you scroll down and it is very specifically said "Depuis sa création" (="since its creation") between parenthesis.

    You should do a review of all translations available so that all say the same thing on the subject if possible :)

    See you

  • Great topic, TheRealDannyyy ! Would also be very interested by the Steam roundup you're considering making. My game is releasing in February and everything works, but I fumbled a lot. A definitive primer would have really helped, and would definitely help newcomers. Btw your Big NW.Js roundup has been quite useful to me already, thanks <3

    I also felt quite restricted by the current official Greenworks ACEs so I'm considering updating to Greengrinds to support future DLCs for example.

    About the custom prebuilds I see that it enables support for more recent versions of nw.js (I'm currently using Greenworks + Nw.js 0.33.3), but could you explain the benefits to use more recent versions of nw.js ? I haven't seen this anywhere... I'm not really familiar with Node webkit updates and so far on this particular subject my position has been : "if it's not broken, don't fix it", but if I'm missing on something I might upgrade my game! ^^

  • Thanks for your answer dop2000 !

    I don't think your solution works key in hand since setting music volume immediately interrupts the built-in fade mechanic. What would be possible would be to maybe restart the fade for the remaining time, but that's a bit complicated and frankly at this point it doesn't seem much easier than my previous audio manager which was lerping two sounds in the opposite direction...

    I think I'll give up on this idea since my previous code worked ok. It's just too bad this new feature is not flexible at all.

  • Hello everyone,

    I'm trying to implement the new "Fade Volume" action to crossfade musics, but I have a problem with it : once the crossfade has started, I cannot adjust the Music Volume effectively.

    I have a "Music Volume" slider as well as a "FX Volume" one, so I cannot simply adjust Master Volume because it would impact FXs too.

    I want to ensure players can change the volume even if a crossfade is in action.

    How would you solve this ? I can't use the "Set Volume" action because it immediately stops the fading.

    Thanks in advance for your suggestions !

    I'm trying to make my Sound Management System leaner than before, and I thought the Fade Volume would be great for that but this problem is making me pull my hair.

  • Found a workaround. If you're only fetching a text file like me with this XML, you can directly use the NWjs.readfile(NWjs.UserFolder) expression to get it, the NWjs object has no problem handling its incomplete URL.

    And as a sweet bonus it's instant whereas Ajax requests are asynchronous.

  • Hi everyone,

    I have a problem with my backup save I create in NWjs.UserFolder in case Appfolder requires a permission.

    The problem is that while NWjs.AppFolder and NWjs.ProjectFilesFolder provide perfectly fine URLs, NWjs.UserFolder does not. It actually omits the drive letter.

    Thus the path is incomplete and if I try to request a file from this URL with for example AJAX it triggers an error.

    Here is an example C3P I made :

    mediafire.com/file/sjze230aefptdsh/UserFolderProblem.c3p/file

    Basically I have the same exact problem as Colludium in this other topic :

    https://www.construct.net/en/forum/construct-2/closed-bugs-22/nwjs-object-userfolder-path-115407

    Or Suntank there :

    construct.net/en/forum/construct-2/how-do-i-18/nwjs-return-user-folders-115809

    An user in the last topic said we could always add "C:\" in front of UserFolder, but is it true that it would work on all computers ? I would like a formal confirmation before taking that claim for granted.

    Thanks in advance for your time :)

  • You're right, I have to try and make measurements myself whenever possible, it's not something that comes to my mind instinctively.

    However these were simple questions and I didn't want to reinvent the wheel ;)

    Ok ended up doing two tests and here are the results. I hope it will come useful to someone. Personnally that's the kind of good practices I'd like to see listed somewhere ^^

    1/

    - The "Set Color" appearance action is not CPU intensive (apart from the very first draw call when the action is used). It is thus entirely safe to use on a lot of spritefonts at the same time and is a convenient way to change color.

    - The "SetColor" effect is still very CPU intensive. It WILL bump the Draw Calls in a continuous manner if there are a lot of sprites using it.

    If you need to use it, consider disabling it as soon as you don't need it anymore.

    mediafire.com/file/qz9t8ps9czt172y/TestSetColor.c3p/file

    2/

    - Yes, several picking actions appear logically to be more CPU intensive (on the Event side) than a single "grouped" picking action. I'll try to use this method of picking as a good practice from now on.

    mediafire.com/file/2uqco0qx99nphkz/TestPicking.c3p/file

    See you

  • hi Seymore,

    Your code is almost right, but you're missing a "For Each Head" loop after the "Every 0.05 seconds" that will tell exactly what ID is each body.

    Right now you're picking all the bodies which are overlapping A head (but you don't know which one exactly), and you tell them to take the same ID as this head but it's very confusing and only one of the three bodies actually have the good ID in the end.

    If you add a For Each loop somewhere, every head will spawn a Body and the body knows it must take this same head's UID.

    Here is the working file :)

    See you

    mediafire.com/file/y1o22brdx48ax7h/SlitherCorrected.c3p/file

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Sam Dimanche

Member since 31 Dec, 2016

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