eddynardo's Recent Forum Activity

  • Thank you Angelo for your kind words

  • This is the game I worked on for a few months and I have just released it on Play Store for Android users.

    Coming soon on IOS Appstore and Newgrounds for PC.

    Download it here

    https://play.google.com/store/apps/details?id=com.eddy.test1

    Also you can ask me anything and I will answer when I get back from work

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  • OK so I exported my C2 project using the C3 export manager, and got a multiple.zip file,

    now how do I get an apk from this?

  • Thank you Ashley, that did the trick.

    But I thought I would get an .apk, is there a tutorial thread showing how to make this "multiple.zip" into an apk?

    Maybe I am missing some properties, this is what I see when I import the C2 build.

  • Hmmm, I just tried it on another computer and still get the same error. Can someone confirm if they have the same problem when using C2 build on C3 export manager so I can submit this as a bug?

    If you can build fine then it means that I am doing something wrong

  • Hello, I am trying to build my game that I have made with C2 using the C3 export manager as suggested here

    https://www.construct.net/gr/tutorials/ ... exports-22

    but with no success. I also tried using a minimal game, but I run into the same error page when I press the build button on C3. I don't believe this is a bug because I have been trying every few weeks for the past 3 months with the most updated versions of C2 and C3 and it never worked.

    Everything goes well until the step 6 of the tutorial (in the link above)

    "Select the row in the Export Manager with the C2 project, and click the Build button in the toolbar."

    When I press the build button it just crashes every time.

    Anyone knows what could be the problem? The export manager is working fine if I export a game made in C3.

    This is the error I am getting

    Error report information

    Type: unhandled rejection

    Reason: Error: Failed to execute 'setAttribute' on 'Element': 2 arguments required, but only 1 present. TypeError: Failed to execute 'setAttribute' on 'Element': 2 arguments required, but only 1 present. at ǃr.ǃo.ǃsZ.ǃvis.ǃviy (https://editor.construct.net/r89/main.js:155:19035) at ǃr.ǃo.ǃsZ.ǃvis.ǃviC (https://editor.construct.net/r89/main.js:155:16923) at app.ǃuT.then (https://editor.construct.net/r89/main.js:155:22729) at

    Stack: TypeError: Failed to execute 'setAttribute' on 'Element': 2 arguments required, but only 1 present. at ǃr.ǃo.ǃsZ.ǃvis.ǃviy (https://editor.construct.net/r89/main.js:155:19035) at ǃr.ǃo.ǃsZ.ǃvis.ǃviC (https://editor.construct.net/r89/main.js:155:16923) at app.ǃuT.then (https://editor.construct.net/r89/main.js:155:22729) at

    Construct 3 version: r89

    URL: https://editor.construct.net/index.html

    Date: Fri Mar 23 2018 01:32:54 GMT+0200 (GTB Standard Time)

    Uptime: 330.6 s

    Platform information

    Browser: Chrome

    Browser version: 64.0.3282.186

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: webapp

    Operating system: Windows

    Operating system version: 7

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/64.0.3282.186 Safari/537.36

    C3 release: r89 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Vendor: Google Inc.

    Renderer: Google SwiftShader

    Major performance caveat: yes

    Maximum texture size: 8192

    Point size range: 0.125 to 2048

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_color_buffer_half_float, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_color_buffer_float, WEBGL_compressed_texture_etc, WEBGL_compressed_texture_etc1, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_draw_buffers, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

  • GameeApp I forgot to tag you at my previous post, can I have some feedback for my game Gravity Push? Thanks!!!

  • I would love to see some feedback on my game Gravity Push, thank you.

  • Hi there, I loaded my C2 game inside of C3 and exported for Android (with the C3 build in Android debug export). There were some problems with it, but my major problem was that the background music of the game, didn't stop when you minimized the game.

    Notice that when I export it with C2 and use Intel XDK to build the apk, I don't have the same problem

    TLDR;

    C2 export for Android 4.0 using Intel XDK. (music doesn't play when you minimize the game)

    C3 export for Android 5.0 using C3 debug APK . (music still plays when you minimize the game)

    Anyone has similar problem, knows how to fix this, or can explain why this happens?

    Thanks

  • Hello there forum people, my name is Andreas and these are some of my thoughts about a different free version for C3, but first an introduction. (Hint: Skip the blue text if you don't care about the story of my life)

    I've been using C2 on and off for the past few years. I have tried a lot of game engines the past ~10 years but with C2 I almost fell in love from the beginning. For the first 3 years that I had the C2 licence , I only used it as my go-to-app to make a prototype and even though I knew the 100 events would be enough for that, I bought the licence to support the brilliant developers behind it. Because that was exactly what I thought when I first saw C2, the word brilliant .

    I knew I wanted to be a game developer (even as a hobbyist) when I was about 8 years old (I am 27 now), games where something almost magical for me then and I thought that I would never be able to make a real game because programming was too difficult/frustrating/boring for me. Don't get me wrong, I loved the idea of programming, telling the computer to do something and then see it happen is amazing, but trying to find the missing semicolon/bracket isn't.

    My first game engine was RPG Maker, I remember trying to push the event system to its limits to make something different with it like a card game or a mini version of a top down GTA, because I didn't want to make a jrpg and I had no interest on learning a real programming language (fun fact, I now have a Computer Science/ Computer Engineer degree).

    Few years pass on and the game developer dream is almost gone, I spend my time making very simple games just for the fun of doing it and I don't have dreams for any kind of "big game".

    And then BOOM!!! I found C2, fell in love with it and the rest is history. Now I am proudly developing a mobile 2d platformer for a company as a solo dev (contractor), and my dream job is now my real job.

    Okay , that was a huge intro, and it almost doesn't have anything to do with the topic so let's move on.

    My thoughts on the current free version is that it's too limited, and I understand the reason behind it. A lot of people were satisfied with the 100 events,4 layers and export options, and scirra was losing money from those people(maybe?). But limiting the events from 100 to 40, and the layers from 4 to 2, is not going to fix that problem (in my humble opinion), it will just make the free version almost useless (I mean having to choose between UI layer, or a scrolling BG...really?). Nobody is going to use the free version to make a game, they are going to use it only to see if the engine runs smoothly on their PC/Mobile and then either buy it, or forget about it.

    But I think there is another way of using the free version other than that. Use it to make Construct 3 known to the world. Almost everybody knows Unity and there is a good reason for that.

    That banner at the start of every game that was made for free.

    Because the only problem with Construct not having a huge audience and making Scirra a ton of money right now is this:

    Nobody knows about it.

    I haven't met a person in real life that knew what Construct2 was, and I am not even kidding, I've met a lot of game devs in game jams and some of them said that they've heard of it, but noone really knew what a powerful tool C2 is.

    My biggest concern about this free C3 version is that nobody is going to make a decent "How to make a game in Construct 3" video tutorial . Just take a look at some of the great tutorials Jeremy Alexander has done for C2 like this one

    and tell me if he is going to be able to do it with C3 as well. I was also thinking about making Intro to C3 video tutorials, but even though I will buy it, I can't make tutorials only for those people that have bought it as well, cause that almost defeats the purpose of an "intro tutorial".

    Tutorials is also another big reason competitors like Unity have such a huge audience.

    If someone that hasn't chosen an engine yet wants to make a 2d platformer, first he is going to search on Youtube "how to make a 2d platformer", then he is going to watch the first 2-3 videos that pop up, and then he will download an engine and follow one of the video tutorials that use that engine.

    So making it harder for C3 users to spread the word about it by limiting the free version is not going to help in the long run.

    So this is what an alternative version could look like

    And yeah that is just a quick prototype of what I had in mind , but I think it solves a lot of problems that the free version has right now.

    Thoughts?

  • Since i found a post from R0J0hound that helped me a lot, I thought I should give something back to the community and help with this problem about colouring the tilemap. Check out the 2 examples from R0J0hound that I tweaked to have texture

    https://www.dropbox.com/s/6e2lq4rxs6e99g7/1x1tileColoring1.capx?dl=0

    https://www.dropbox.com/s/1umle2e54aye6l0/1x1tileColoring2.capx?dl=0

    How to do it yourself.

    set tilemap Blend mode to "Destination out"

    set the properties of the layer that the tilemap is on to:

    "transparent:No"

    "force own texture:Yes"

    then create a layer under this one, and add the picture/texture that you want to show.

    hope this one helps somebody, even if this is an old post

  • OMG Anonnymitet this is what I was talking about. It would be nice if this was already inside C3 without the need to use an addon, also if this could work with collisions from stuff other than Physics objects (like the platform behaviour) it would be so good.

    Thanks so much Anonnymitet this saved me

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eddynardo

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