Lovelocke64's Recent Forum Activity

  • For anyone interested... this has worked for me in Windows XP, Windows Vista, Windows 7. Former IT support guy, (nearly) A+ Certified computer repair technician (if you must know, I had a 97% semester average in high school back in 2002 for the A+ Cert, which was supposed to entitle me to a certificate for a free A+ Cert exam but my damn school never issued them so I never persued it.)

    1. Spybot Search & Destroy. Download from safer-networking.org

    2. Mozilla Firefox. Because serious, who is Google fooling with Chrome? Slow, bulky, ugly, even on Android devices I use Dolphin Browser in place of Chrome.

    3. Make sure you download the "Adblock Plus" plugin (for Firefox). It's free. Be sure to explore the options of Adblock Plus to "Allow non-obtrusive advertising" or else it blocks ALL ads. Sites like Hulu, Adult Swim which rely on loading ads at intervals between videos won't advance the video.

    4. Avast! Free is "good enough" anti-virus protection, though I do suggest the Pro edition. NOBODY should use McAffee or Symantec Antivirus... requirements too high, performance is crap, lots of false positives and, well, there's a REASON why it gets installed secretly with so many unrelated programs you download on the internet. Consider it "legal" spyware/malware.

    When I worked IT and even in years after when I was actually contracted out by other firms to repair/prepare laptops and PCs for deployment in Hotels and the people who install/repair hotel internet, this is the setup I installed by default. It's extremely hard to eff up your machine. I personally have not dealt with having to outright reinstall Windows on my desktop at home for any other reason than "My hard drive died".

    EDIT: As an aside, I was born in 1984 and had my first 8086 PC given to me around 1990. I was using DOS before I learned multiplication in school. I've seen a LOT of stuff man, but eh... I tried Linux. I wanted to love Linux. I tried Suse, Redhat, Mint, Ubuntu (this one I think I liked over the others), but ---nothing--- about it made any sense to me. I couldn't figure out how to install any kind of program and I -tried-. It's also hard to get decent video editing, image processing software on Linux as well. For the moment, Windows is "on top" because... well... everything runs on it. Everyone uses it. Necessary evil I suppose... but if Windows 8 is the big Windows Killer, I'd gladly shift to Linux. Linux just needs to get their damn act together and stop being so obtuse for the sake of "not being Windows".

  • Count me in... however because the future of Construct 2 and Ouya is so damned iffy, I've just about convinced myself to go the route of Construct Classic and make a Direct X9 game for Windows instead. That'd be "good enough" as the .exe exporter for Construct 2, from what I've read, is unpredictable enough to NOT be reliable for commercial release.

    Plus, Construct Classic is free and open source? Maybe the route to go about all of this is to somehow dig into the guts of Construct Classic and make IT support Ouya somehow, seeing as it has nothing to do with HTML5 whatsoever.

    Very open to discussion on that subject, it requires knowledge I don't have.

  • Saw the video on my youtube app... looks good! Any new updates?

  • Getting scaling right was one of our biggest challenges.

    D'ya think that's an issue with the way Construct does business, or with the way HTML5 works? Flash... everything's all pretty and vectorized. I never understood why Flash, which operates (I've been told) under a virtual machine environment that your PC either emulates well or doesn't, was never "overclocked" or "unlocked" to run with straight hardware powering it.

  • Please keep us updated on that, rfisher... the fate of so many other games-to-be depends on your findings, boss.   <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Any chance we could get some kind of native export to OUYA if it takes off? Kinda like how we got that awesome, ever improving webnode kit export for EXEs

    It seems unlikely based on the discussions we've been having here. On these hot topics we rarely get any positive forward-looking replies from the bosses around here, so I'm putting my money on "No." It's possible through tricks to get it up and running, but all of the "raw HTML 5 power" doesn't amount to nut if your goal is publishing games for cash it seems.

    Could be a variety of factors going into that. You can't really blame HTML 5, but you can question up and down the wisdom in going that route for anything but internet (web browser) based gaming... and even then, depends on the browser. I find Chrome to be atrocious, yet sites like the new Mega.co.nz -require- it to download files. Even on an android tablet, such as my Nexus 7, I skip Chrome in favor of Dolphin browser.

    I -do- like the fact that it appears you can make a straight PC/MAC game with the webnode kit, so there's always a chance you can find your success on the desktop platform... it's just troublesome to think that you COULD release a smash hit that's impossible to port, save for rebuilding the game ground up in another engine.

    If we're waiting for HTML 5 and Ouya 2, 3, 4, etc to "line up" so that Construct could export natively to it... we have a saying in the movie biz: "The longer it takes for something to happen, the less likely it will."

  • I have a 1080P game, it's quite violent so adults only, but your welcome to have a look if you want, see how it runs.

    Where's it at, homie? :)

  • thehen and ErikT: Gorgeous responses, very meat and potatoes. I'd love to hear more about your stories with Construct 2... big fans of the Node-webkit? Being able to target PC and MAC alone would make this whole thing worth it. I love 2D, my team's gearing up for 2D, but it's all based on success stories like yours before we decide "THIS is the way to go".

    Please share links to your Game Development blogs, journals, or just post a few stories here (good and bad alike, best to know everything). The world must know of your heroism!

  • Observe the ongoing discussion at: scirra.com/forum/topic62661.html

  • Critical? Nah. I've dealt with some ---- working in the movie biz, nothing said here's getting under my skin. It's all information, and that's what we're here to squeeze out.

    The only thing I can say in response is, "If the Construct 2 workflow is the most appealing, easily understood part of the game creation software, why restrict it to HTML 5, a standard that is 'emerging' at best?" If someone could take Construct 2 and apply the workflow to manage something "standard" for game development, say, a C# language, they should! Whole other beast, complete with all its own caveats and catches, but there would be the bonus that someone with true C# knowledge could "open up the code" and tweak it to get things running as they should. The way things are, the creative side of things are now "restricted" by the options available -today- for wrapping it up and, well, completing the game.

    Wether or not they have the -experience- to produce their own wrappers, it's obviously something that Construct 2 needs or else NOBODY would be trying to make them. You go down the checklist of things that come with the license, and well, it doesn't mention in cute curly font that most of your target platforms are "partially supported, and by third parties not by us. Don't blame us if your game doesn't work as you design it." That's a real, REAL hard pill to swallow for anyone... and may be one of the big reasons why we're not seeing many success stories coming from it. You can't blame the workflow, I think it's genius... you can't blame the game developers, the stuff they put in screenshots and talk about doing is great... but none of it means anything if your audience is so limited. IE: The ideal browser, CPU hardware, a developer using the proper wrapper with ITS "free trial" limitations after purchasing a full version game development utility, and so on.

    People are getting their games to the finish line, using the recommended "solutions", and discovering unforseen problems that are "Out of Scirra's hands, and out of their own hands". Unwanted splash screens, inconsistent performance even after optimizing their game to run in HTML 5 on hardware LESS powerful than their target platforms, etc. There are probably MANY great games made in Construct 2 that'll never see the light of day due to these complications.

    If the two-man team is getting tired of answering the same questions over and over again about exporting to Android, Ouya, PC and so on, then it's something that they should spend serious time pondering a true solution for, even if it's a question of going to Kickstarter to raise the funds to hire a third man, fourth man, fifth man whose sole purpose in life is to make these unknowns a "fix". You think about all the people out there gearing up that are keeping their wallets pinched tight until they read, somewhere in the forum, somewhere on the website, "Now export to Android/PC/Ouya/Whatever with no additional third party software! Fully supported!".

    Priceless, dude. It'll take Construct 2 out of the toy bin and put it on the top shelf. Why WOULDN'T they consider it?

  • i steel have the free version of C2 and, is not possible to export in this version

    That's the real rub there... as I may (I think on these forums) mentioned, while Construct 2 is free to pick up and play with, you're pretty much going to have to invest $120 to find out if it'll carry your ideas through to "finished product". I've spent a lot of money on different programs that all work really well for getting the game put together, but ultimately, when the time comes to publish: Everything falls apart. The game doesn't run as smoothly for others as it did for you, the online component is buggy and nearly impossible to configure, for a game that's fairly simple it requires fairly high system requirements... and NO: LET ME CLARIFY RIGHT NOW THAT THIS ISN'T A CRITICISM OF CONSTRUCT 2.

    Fact is, I haven't spent the money to know one way or the other about the "Export to PC" functionality apart from hearing that there's now a Node App Web Kit or some such hocus pocus that's included with Construct 2 now. I've read on the forum that results with it vary. Some people have issues with sound playing, some people have issues with the fonts not rendering properly (requiring them to create sprite-based assets for many things), and crazy framerate variations from 5fps - 60fps for next to no logical explaination other than "It seems Construct 2 has no native export options apart from HTML 5, and no true destination for the games apart from the internet."

    It's dandy that "other people" are doing things to fake your game export, but some of it needs to find its way into the DNA of Construct 2 for any of it to be considered practical. We can theorize all day long that the right combo of the right plug-ins will achieve any publishing goal you're after, but eh... one day this needs to be a big priority for the dev team. The game development environment is amazing, but "What are you supposed to do if you're trying to make a buck?"

    The common reply across these forums are "Have you checked out X's video? Have a look." or "X makes Y, it says right there on the label that it can do Z" and... BAM. You, as the game developer, who may have bought a full license and spent thousands in art assets, are left holding the bag... asked to gamble with incomplete export plug-ins and tools that'll pretty much shoot your project through the skull on a whim.

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  • I'm thinking... well, drawing conclusions that this is a topic to be ignored for now. Apart from the "monster" that is Unity 4, I know of nothing out there that natively publishes to Ouya. As an android-based platform, I'd have to also ask, "What do other people use to create their content for Android?" Even if it's ultimately the more difficult option, it'd be nice to have light shed on that mystery as well.

    Lots of people viewing, nobody talking/asking questions. Despite acquiring fresh debts of $7,000+ I'm still putting down my cash on a Ouya system. The idea that you can "plug your laptop into the Ouya and test out your games" is a real revelation. The system is -begging- for people to make games for it, and creation tools such as Construct 2 must step up to the plate to make it possible for potential game developers to spend more time executing their ideas rather than speculating on the "what if" nature of their toolset.

    Best I can tell, Construct 2 is ready for the prime time. Although I can't play any games through my Android tablet from the Scirra arcade, the non-interactive elements/mouse-click driven elements seem to run respectably in Dolphin browser, at least. I'm sure HTML 5-based games will work well, and that's why I'm sticking to learning Construct 2 for now. If nothing else, I plan to release my games to PC with a strong hope/desire that "Export to Ouya" becomes a priority on the side of Construct's dev team.

    The system will already have the benefit of being "The indie game console"... that takes so much promotional work out of the post-production phase of the indie games populating it's marketplace. Game developers do not have to defend their work, their art style, their gameplay... they just have to deliver the goods and not be obnoxiously bad.

    Oversaturation of the Ouya marketplace wouldn't be a factor if "everything's free to begin with". Few people refuse the free sample, it's what made DOOM such a success back in the day... and Commander Keen, Rise of the Triad, Duke Nukem 3d: SHAREWARE. Ouya Marketplace, I say, is the evolution of the shareware model... people will freely play all of the content available, and what they like will inevitably find its way as a "classic" of the Ouya console. The cream rises to the top.

    EDIT: As an afterthought, "If getting truly native PC, Android, Ouya Export options into Construct 2 means the Construct 2 personal license goes up to $300 a user, I'd gladly pay."

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Lovelocke64

Member since 9 Jan, 2013

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