lwgames's Recent Forum Activity

  • So i am trying to scale my 480x320 game to cover the whole mobile web screen for Chrome and Safari.

    On using scale inner and on touch even with browser full screen (inner), it works well on Android.

    On my iphone 4, with iOS 6, on full screen, i get extra 60 points of height. I tried to hack it, since i use scaling with no dpi, so it remains always 320, like this:

    Windows Height > 320 : Browser Full Scree (ScaleInner); Set Canvas Size 480x320

    Trigger Once:

    It works on first, second try after that it goes a weird height...

    Anyone has more reliable methods to scale the canvas to exact browser size at anytime?

    Thanks

  • so is this on 163? cause for me fullscreen trigger on touch only works on Android for me, but on safari ios 6+, ney:(

    Thanks

  • First, you can get 30-35fps on crosswalk, but on same games is not enough, endless runners with 30 fps its a no go, at least in my experience. Still its promising, you can use iframe(load any ads you like, not the one cocoon or god knows wants), load by layout, that can be very good, custom permissions, but it is months away. Of course if you have dont many continuous actions for the protagonist, it works, yes. I see a lot potential in crosswalk and i understand why Scirra stopped using Cocoon Js, they are pretty horrible, and they lock you in. For example you cannot use iframe, so you are locked into their advertising partners, or you have to develop your api for ads, which is another horrible thing. The support is also terrible, i had to find out by myself why the hell the android app crashes on resume/lock. Its because how Cocoon JS handles music, so no music.

    I bought C2 for nodewebkit, to make desktop games, and it can do that. I stopped for now, because of the budget and time limitation, so i went to test the market with small games, until hopefully i get a budget to make real game, that means: Desktop small indie games, no mobile cash grabs.

    Now i never talked about fps, yes we have ways to have a decent outpout, but not without crashes, missing lock screen or audio. Which is not Scirra fault, its just because they are third party, and Scirra refuses to make a native, or NON native official exporter/s.

    I understand Ashely strategy, i just dont get where the money from the last 2 years went? A programmer hired for 1 year to make an native or non native official exporter/s is that much for you guys. You sold quite a lot of copies, C2 is everywhere on net.

    Of course its not my place to ask what you do with your income, but i cant stop wondering, after so much success, no official exporters present, you employ a buggy free forum software, instead of buying xenforo or vbulletin, its still bugged on dual login, i have to log in everyday, maybe its the cookie, or you guys dint fix a common bug in phpbb. It just feel weird sometimes... like mucho talk but not real investments

    "That being said, an outlook to the future cannot solve current problems" it was the same retoric 2 years ago, HTML 5 will be great in the next years, it will be the holy grail, 2 years later, well HTML 5 will be great in the future... Yes, i am sure it will have a big place on the market, not as big as Scirra and other bloggers like to promote, at least not at first, but what about now? What we do now that we bought this software? We makes games that the engines wants, but not those that engines promotes that we can. You really should remove that marketing crap from the landing page, its so deceiving. "It can export to ALL platforms here, but * with some problems lol.

    It can make decent html 5 web games, YES IT DOES, cant make serious income with them, unless you invest some serious money in graphics, but its a start, so. CHECK

    It can make desktop games, YES IT DOES, with problems on XP and VISTA, but it can. CHECK.

    The rest ? Incomplete. It can in theory, but with some limitations.****

    I think ill stop here, i or we tell again that the engine seriously needs an official exporter native or non native, but official and its supported by Scirra and optimized for their engine, and we get again another rethoric. I wont even bother to talk about the GPU non sense and mobile performance. I never told that is C2 fault for that, and in some cases it might be, its because we are using third party. Again Ashely sends to knock on doors. Crosswalk will be better in X months, Html 5 will rule the world in X years. Play some html 5 mobile games to see how it rules the world...

    I understand you cannot make a native exporter, but why the hell we dont have a non native official exporter like crosswalk after 2 years?

    1) You lost lots of money which you could earn by selling this addon and support your community too.

    2) Lost of sale and made your customer base knock on doors...

    This is goin nowhere, ill just stop posting on this matter...i am already derailing... every time Ashley talks about HTML 5 future, i get a headache.

  • Its impossible to pass the samsung tests with cocoonjs, i tried several times with Aaron too (nice guy) but never passed it, mainly because when you minimize the game with cocoonJS you cant back to the same point of the game a lot of times. With crosswalk i don't tried.

    try to remove the music completly, it worked for me.

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  • after much debuging and no support from official people as usual, you have to remove the music otherwise its a no go, it will crash for ever. I think it doesnt occur on XDK so its pretty much Ludei problem. I had to stay 1 day to test, because amazon was screaming at me with good reasons. So dont use music for now with cocoon js on Android, they might fix this problem with the next update.

  • I've turned my head away from mobile development for now with C2.

    I started a brand new project to enter into the Tizen competition. It was a low-graphic platformer game split into somewhat small layouts with physics. I'm very confident with optimizing events and know which events would be more detrimental to performance and to order events and everything, but when I got round to discovering the Tizen emulators, I tested it out and found the FPS was at 10-15fps. I designed the game in mind to be low-quality and not have much media (not many sprites, ect) but I got a low FPS on a device that supports native HTML5. I think it may have been to do with the Physics objects so take what I've said with a grain of salt, but I'd only have less than 50 physics objects, not all would be active at once either. But yes, I never intended to do mobile games anyway, but after making a super simple game that didn't even look too pretty wasn't performing well on mobile, I've given up for mobile.

    However, Node-webkit is a godsend and this is what I primarily wanted to use C2 for in the first place! Whilst I'm aware people are asking for native mobile compilers, I think I speak for everyone when I say that Node-Webkit is literally perfect (aside from when Chromium ends up updating with really stupid things ¬.¬ ) and if C2 was to make Native exporters, then Win/Mac/Linux wouldn't need to have one (Unless ofcourse there was a massive performance boost somehow ).

    I've begun making a more detailed game with lots of WebGL effects and more physics objects and lots of customisable equipment for multiple characters that can be onscreen at the same time, and the game would run at 60fps on an old dual core with intergrated graphics (AS LONG AS THE GAME IS DESIGNED CORRECTLY, certain options need to be done, including setting the "Fullscreen Scaling" property in the project's settings to "Low Quality" and changing the canvas size + zoom in/out depending on if the player has chosen to have "Low Graphics" mode in the options menu. Without doing these extra things, the framerate would be 25fps or less. )

    But again, old laptops are getting playable speeds on a pretty, sprite-littered, WebGL-ridden game. C2 is phenomenally brilliant for Desktop games!

    The only bad thing about Desktop that I can think of at this moment, is the files that contain your exported game are far too easy to extract and I feel it needs at least some form of low-level encryption. I totally get that if someone wanted to extract protected files from a game, they'd find a way, therefore this doesn't really affect me, but I could see this becoming a problem in the future, allowing people to blatantly and easily spoil the game or spoil in-game secrets, especially since the filenames are named after the Sprites name in the editor (iirc).

    I'd see myself turning back to mobile if I see others are really happy with whatever exporter (XDK looks hopeful!)

    Thats good news with node kit, i haven't resumed my work on my medium project since i need more budget for graphics, so i started making small mobile and web games, to test the market.

    You can protect your files, there are few plugins, packers, search on forum, i found a similar topic here or on google, about this. Cant remember now sorry, but you can.

    Mobile at the moment are for very simple games, no audio music(if you use that it will make ur app crash on resume/lock), i am scared to even try the physics, ill do that in my next game.

  • Thanks for participating with constructive posts Like i said i like the engine otherwise i would just hop into GM or Unity, but i am a little disappointed after 2 years, about performance and exporters. Yes, the performance of the engine has been improved, but this reliance on 3rd party tools its annoying and not reliable. Even click team has now flash and html 5 export with pretty good performance. And now i see multiplayer on the table, did any of these people even published a game on web, mobiles to that has more than 10 objects on screen and not a static scene? Before i made my games, i checked the others and almost all were very simple games, and even those had their problems.

    Anyway i just hope things will improve i still have hope, but after 1 year and half i dont know... Like i said, ill make 2-4 small games, maybe even jump into html 5 cash grab, and see whats updated in the mean time.

    Also Arima you shoot yourself in the foot by using this engine to make a medium-ish game from the start.I dont think its possible, on mobile its clearly not, on web maybe, but not sure how it will work on standard laptops/pcs.

  • Sorry, but flash???

    Flash is the bi-word of cheap small 2 minute games. Personally, if it says flash, I won't even bother playing it, because I know it's just a 2 minute cheap boredom occupier.

    hmm?

    http://www.kongregate.com/games/Ironhid ... -frontiers (this one can be done with C2 too, tho i doubt will have half of the performance on standard systems)

    http://www.kongregate.com/games/ConArti ... -dead-zone (shockwave flash, of course its 3d...) and multiplayer... So play more flash games before confusing stuff.

    just a few quick example, flash have the possibility to make much more complex games, due to performance and tools. I cant blame scirra for that, it takes time, but just give me the tools and support to make the small games you tell i can, as polished its possible.

    Not like now where on Android, Amazon and Samsung i have to remove music because otherwise it will crash on resume/lock.

    On web html 5, i can go as further the engine can hold and the technology, which is not a lot i can tell you by now, but at least you can use everything available, and make small little games.

    On mobile html 5, omg there you can make games from 30 years ago, more than that it wont work. I cant blame Scirra much here, its the browser, the young tech and so on.

    I cant make medium games(as in more complexity than a platform/puzzle/runner), because there is no performance to sustain them, and on mobile its not even possible with the exporters available and so on.

    What i dont like is fake advertising and features. Just check home page:

    Make games for...

    Web (HTML5) - yes you can html 5 web works, small games, but it works as it advertised

    Wii U - lol 5k dev kit, and no support right, ill jump in right now

    iOS - You can with Cocoon JS or Ejecta(all third pary), if u hit a wall good luck with the support.

    Android - Use a third party early compiller for poor performance, no portrait/landscape lock, no support, still it might be the best option in the future or use cocoon js, but no music, high loading times and poor support, good performance tho.

    Windows 8 & RT Windows Phone 8 - will try no ideea, how bugged it is

    Windows Desktop Mac Desktop Linux Desktop - we screamed for this for months, eventualy we got a node kit wrapper, better than nothing, dont expect high performance on complex games.

    Amazon and Samsung - app will get reject because of low performance, or because it crashes because you have music.

    Saying this, C2 could potentially benefit from having more than just one person working on it. C2 looks as if it's struggling with the concept of advancing from a hobby, to becoming a significant product in the marketplace. Simply put, C2 does need to make this step, else all it'd take is for something to come along that more friendly than YoYo, and it'll be dream over.

    Yeah i agree, thats my frustration, its interesting engine, i dont care about HTML 5 crap, it helps to put online demos, thats nice, but i like the workflow and how easy is to use for smallish games. But i am in to make games and eventually some income to keep me making games, but if this means knocking on doors Ashley sends me to, i dont see it working for long. I actually published games on google play, web, amazon and ios, so i got a little experience with whats goin down and for me is a little frustrating, we are not in 2012 anymore to live on promises.

  • I started making small games with construct 2 one year ago, but only recently i got serious into it, and while i got into some bumps on the performance (web) the community helped with tips and i struggled on.

    So far i released 1 game on google play, amazon and on web and i was thinking at how much issues i encountered to publish a semi-polished game.

    1) I love how its promoted as an easy solution, but in reality if u don't learn all optimization and workaround tips, you wont be able to release any game, anywhere in a semi polish state. Performance, crashes and audio problems will haunt you to death.

    2) The lack of native exporters makes this even worse. Cocoon js is the only alternative at the moment, even tho Ashley sends us to XDK which is months away from a stable compiler, but we get ignored and sent to knock on doors. Its ludei problem, its intel problem, its Scirra problem, go bother them.

    Here is even more sad, that after Construct 2 sold very well, Scirra simply didn't bother to make a few c2 exporters, they just send us to third party sites, which most of the time don't care much about C2. Man power you say? Well look at yoyo games, they made their exporters and each costs money and let me tell you, their HTML 5 mobile games have more options and flexibility, and overall better performance.

    3) I really hate this HTML 5 trip, i only use this engine because of the even sheet workflow. Why i hate it? Because even after 2 years listening to Ashley about promoting the so called HTML 5 rush, the reality is completely different. Imagine if instead of riding this hipster trip, they would've built on Construct Classic, make it as simple as C2 and but with tons of native exporters. That wouldve simply destroy GM and other competition.

    What you can realistically make at the moment:

    a) Small html 5 web games, they work ok, but they need a lot optimization on large games. Construct 2 its easy but in reality if you want to make a deeper game, well you need a lot of experience with it. "lets everyone create amazing games." right, lets everyone create simple games with mediocre performance at best. In the end its possible to publish a decent game, but dont expect to make any money out of it, unless u put some ads on it, and that's about it, making a few dollars at best per month. Licenses are very rare for html 5 web games, but not uncommon. There are few networks you can share to, but its very hard, HTML 5 is simply inferior to flash, but a interesting game with attractive graphics can score a deal.

    b) use cocoon js and publish small games on android and ios. The performance its ok with optimization, but lots, lots of problems there. The loading times are huge, audio music crashes your phone on sleep, but at least the performance is good. Post on scirra forums for support and watch Ashely sending you to Intel to use a incomplete, alpha sdk.

    c) make non games, 3-7 days cash grabs and publish your income reports for the world to see. These html 5 web games that publishers buy(tho now the bubble its over, so its harder to sell them than last year), require VERY SIMPLE gameplay, and a lot of optimization to even work on mobile. Not Scirra fault here, is just this stupid technology. When i hear that Flash will die because of HTML 5 i laugh my ass off. Did u even saw the quality of the flash games? Maybe in 3-5 years we will get to have possibility to create something similar to flash at that performance, but i doubt it. HTML 5 mobile games are worse than those "free to play" mobile cash grabs.

    So you can create something, but you are sent to knock on doors, and hope that you experience will help on the way. I am afraid to even make a deeper game with nodeweb kit and see that the performance is horrible on laptops.

    I am very disappointed after 2 years, the engine improved in performance, but the ability to actually release a polished game, well its there, somewhere, but to be honest ill thinking on moving away from this engine. Ill create 2-4 more small games, see whats going on the exporter subject, if still goes on this ignorance trip, ill just move to Unity and call it a day.

    So what you guys think?

    /frustration off

  • Grats on the deal, Did it require for you to have a VAT ID? PixelPalette

    I found that some pubs require that and it anoys me as hell. I dont want to open a VAT company just to sell some cheap ass html 5 games. You do that when you have some steady income from a certain activity that you do...

  • Hi Guys,

    UPDATE:

    At the suggestions of a few fellow users, i made a dedicated site for this purposes and more here: http://lw-games.com/c2games

    C2 Games is a social bookmarking site specially made for us C2 Developers to share our published apps, exchange ratings/feedback and more.

    In time i will do some SEO too, so that links that get published on this site will get some SEO juice too. At the same time the site will act as a showcase to some of the cool C2 games.

    Temp Rules:

    1. Post a link to your published app on Android, iOS, HTML 5 Website or Desktop Game

    2. Add a description, small summary for first page, and on description add your notes, see example: http://lw-games.com/c2games/story.php?title=flappynator-a-silly-game-on-google-play

    3. Dont ask for specific ratings values, or positive/negative reviews.

    * Will develop more rules together

    * Will add more categories and in time maybe news, articles related to what we needs as c2 devs.

    -------------------------------------------

    I was thinking about us the C2 devs, and how we can help each other with genuine ratings and comments for our apps. So for example in topic like this we post our apps, and request genuine feedback and rating/comment/install for a similar exchange.

    For example i come with a google/amazon androi app, and request genuine rating and comment with install. No requests for 5 ratings and positive, negative, only genuine stuff: Check out my app, rate it, review it, and ill do the same for you. After another developer posts on my app, he tells me in the topic which user he used, and i go to his app and do the same.

    What do you think?

    it helps us build traction with our apps with genuine comments/ratings and installs.

  • i have the same problem, on very small games this doesn't occur i saw, but i am not sure if is something from cocoon js, so i wait for the next update from ludei.

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