Interinactive's Recent Forum Activity

  • 👀

  • After 6 years of development, my Construct 3 game Repella Fella is now LIVE on Steam!

    Some things:

    • The game consists of 649 animation files...
    • ...with a combined length of 6 hours, 3 minutes, and 59 seconds
    • There are over 90 paid voice actors
    • Thousands of lines of dialogue (at least 5,000, but likely double that. Maybe triple? I really can't be bothered counting.)
    • Repella Fella was featured in the AUS Indie Showcase at PAX 2022 (Melbourne)
    • Jay Anthony Franke (JCDenton from the original Deus Ex) voices an American character
    • Kenjamin Lafayette returns as the voice of Ray
    • A free Prologue released on Steam (with 100% positive rating after 77 reviews!)

    store.steampowered.com/app/1008860/Repella_Fella

    There's also a pirate version with some unique content, eg:

    Subscribe to Construct videos now

    And plans from here:

    Subscribe to Construct videos now

    misadventurous.games/future

    A big thanks to dop2000 for all of his help and support.

    Tagged:

  • Thanks for that

    So I tried all of those things, but some of my settings ended up being slightly different. I couldn't package assets, for example. Eventually the game managed to launch, but I was stuck with a NW.JS screen. A bit more tinkering and the actual game launched, but then the gamepad controls were broken and nothing could be clicked / interacted with.

    dop2000 suggested I try changing the way fullscreen was being called... and holy hell... that seems to have fixed it.

    I must have spent days on this issue (literally). But it's working now. Just waiting for some other people to confirm before I get too excited, but this is the first time I've had it going on the Deck in a while (and without compatibility fixes).

    Hopefully this thread helps others if they run into the same issue!

    Thanks

  • Issue submitted

    github.com/Scirra/Construct-bugs/issues/7034

    Today, I will spend most of the time trying new ways to export it. Removing things, adding things, and seeing if I can pinpoint what causes it to crash / hang.

  • No offense, but reporting C3 issues throughout the past ~6 years of development has felt like pissing in the wind a lot of the time. It's pretty draining.

    I'm planning to put a bounty on the issue eventually. While it would be nice if the Deck worked, it's not the primary focus.

    One thing to note - it doesn't seem to be what is in the game that causes issues. The game simply does not launch at all. There's something before it even accesses the game code that's preventing it from opening.

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  • I get this too

    The last time a build from C3 worked on the Deck was back in October

    Ever since, I haven't been able to get it to launch. I was hoping I could get it to open so I could check the console log for errors, but it won't ever get to the point that it opens.

    The crash either happens after launch, or it gets stuck in an infinite loop when trying to launch.

    It's interesting to hear someone else with a similar issue.

  • My trip to PAX in blog form:

    misadventurous.games/pax-australia-indie-showcase-2022

    It went better than I thought, many people got to play this C3 game. Not many people had heard of Construct, but they have now 😄

    I'm hoping to have it finished before Q4 2022, but we'll see how it goes.

  • A few things that might help others now that I've done a bit of testing:

    • On NW.js export, set resize window to true
    • Letterbox scaling works well
    • Do not use an FPS limit on the game if you want good performance. Setting it to 60 makes the game, for some reason, stutter every few seconds. Unlimited is much smoother (even though it's a 60hz screen...).

    The only issue I have now is choppy video playback. I can run 4K MP4 files without hassle, but for some reason compressed 2560x1440p webm files stutter a bit.

  • Thanks cmr333, I'll try that next time I do a build update on Steam ^_^

  • I'm not sure it'd work too well on mobile, there is 5+ hours of footage, the videos are 1440p and it totals ~7GB.

    I think I could make a mobile version work with smaller videos + sprites, but it'd have to be a separate project and I'd need a way to get around file size limitations.

  • No ideas anyone? Nobody has run into this on the deck?

  • Hey jobel, I did that and they ended up showcasing it. Thanks!

    The game will also be showcased at PAX 2022 in October of this year:

    gameshub.com/news/news/pax-aus-2022-indie-showcase-winners-digital-and-tabletop-26819

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Interinactive

Member since 20 Nov, 2017

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