digitalsoapbox's Recent Forum Activity

  • This is an issue with the browsers/NWJS interacting with Windows hotkeys, not C2.

  • > Would it really? I haven't run across a device made in the last couple of years that doesn't support webgl. Allowing old technology to hold back new technology with a growing user base seems off.

    >

    Ehemmm....Canvas 2D is still supported more places & devices than WebGL than you think. I'll just tell you know, if Ashley does remove canvas2d support then anticipate the entire forum and bug section will be flooded like never before.

    > And who's to say that the new tech can't support things the old tech doesn't?

    >

    Uhmm Ehemm...Stackoverflow.

    > I'm just not following the train of thought that says "we can't do X because that would upset some people, even though not doing X holds everything back and upsets an increasingly larger number of people," but maybe I'm missing something?

    >

    Uhhhmmm.... Ashley is an entrepreneur, he thinks for the majority and as of now canvas2d is still needed by majority.

    As a game developer, i would choose to make a game that is likely to be played by majority of players than those rarely are played by gamers by interest.

    Nobody said anything about removing Canvas2D support. I said it doesn't follow to limit WebGL features because Canvas2D doesn't support them. If people want to use those features, they can use WebGL - which is supported on modern devices worldwide if we're talking about mobile, and if we're talking about desktop, limiting available features to what's available on old mobile hardware makes even less sense. I also pointed out historical precedent - in games - for shifting support from an older technology to a newer one, and how it's been done smoothly in the past (and by competing products). As for what Stackoverflow says - that has nothing to do with anything.

  • This is the kind of thing which is a lot easier to do if we drop canvas2d support, but right now I think that would upset a larger number of people.

    Ashley

    Would it really? I haven't run across a device made in the last couple of years that doesn't support webgl. Allowing old technology to hold back new technology with a growing user base seems off. And who's to say that the new tech can't support things the old tech doesn't? Software & hardware renderers co-existed in games for years until 3D accelerators became the norm, and the hardware renderers had more features than the software renderers without the world ending.

    I'm just not following the train of thought that says "we can't do X because that would upset some people, even though not doing X holds everything back and upsets an increasingly larger number of people," but maybe I'm missing something? If Unity3D argued the same thing - even back when they were a smaller company - it would never have grown into what it's become.

  • > When I launch the game on google Chrome it is working well, the gamepad is supported,

    > but when i export the project in a desktop build with NW.js the gamepad is not supported anymore.

    > (I tried test events using "has gamepads" etc just to check but nothing works)

    >

    > the problem seems to come from NW.js , so is there another way to make a desktop build ? or a way to do that NW.js support at least the gamepad devices ??

    >

    > Thanks a lot

    >

    > Mat

    >

    Your report doesn't follow the Bug Report Guidelines.

    BTW I've just exported and tested the Win64 export of the Gampad example (built in to C2) using the latest builds of NWjs and C2 which are C2 r239 and NWjs v0.18.1 (Chromium 54).

    Without this information, your report is not useful in any way.

    This is a known issue with Windows 10. As in, known by Ashley. It's a bug in NWjs 18.x: https://github.com/nwjs/nw.js/issues/5377

    That seems like a more helpful answer.

  • Bumping this so it doesn't disappear because it's a big, obvious issue.

    Ashley, any thoughts on this?

  • digitalsoapbox Grats mon! I hope I can finish another game soon and try that too.

    Thanks! Sombrero is 33% off for a limited time (that's just $9.99) and is already receiving updates, so get in soon before the price goes up!

    Steam page: http://store.steampowered.com/app/472690/

  • quote

    "what is the reason why you publish on Scirra Arcade"

    "I am talking about the games that hope to get revenue "

    I can only talk about why i wont put a game on the arcade for this specific reason.

    A couple of things.

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

    1: (taken from the 2011 tutorial, i guess these limitations still count...)

    Limitations

    Currently the Arcade only supports the built-in plugins and behaviors, except for the platform specific plugins (like the Windows 8 object). Also, the Browser object has limited features on the Arcade: any actions which can navigate to a different page are blocked for security reasons. Currently all third-party plugins and behaviors are not allowed. We'll be looking to improve this in future by adding more support, but each plugin and behavior must be carefully reviewed first to ensure the Arcade remains a safe and secure place to play games.

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

    So basically i don't want limitations on the functionality of my game.

    Making a separate version of the game just for the arcade would (to my logic) only be justified if the arcade means gold.

    Which i highly doubt it does.

    2: Go where the gamers already are on their favorite online platform.

    Scirra.com is mostly a site for active C2 game developers.

    Also in this case i highly doubt most (if any) outside "gamers" are interested in the scirra arcade.

    I don't know the numbers, but i have not seen anyone speak of it either.

    Ofcourse it is nice to show your game to other C2 game devs, but that can also be done in the w.i.p. forum section, and doing that, they can play the game as intended.

    No limits.

    3: Making money.

    If this is a goal, then (for me) this means only use the platforms where i can indeed sell my game. (example steam)

    Except for community building through a demo, which is Number 2: go where the gamers already are on their favorite online platform.

    Hmmm this means i am kind of saying don't use scirra arcade.

    In the case of "I am talking about the games that hope to get revenue " i think i am yes.

    I am biased about this maybe, but i think scirra arcade is great mostly for C2 user that are looking for feedback from other game devs.

    Personally i rather get feedback from non-dev-gamers.

    Don't know if anything i said here make's sense

    And no offense to any efforts scirra has made into the arcade.

    I love every thing they do, i just don't find everything as useful compared to my goals.

    But those are different to each.

    This is old info. You can use 3rd party behaviors now.

  • Sombrero is now LIVE on Steam!

    Trailer:

    Steam Page: http://store.steampowered.com/app/472690/

    Kyatric, can you move this to the completed forum?

  • C2 games have support for consoles? As far as I know it's just for PC (Windows, Linux and Mac)

    C2 technically has Wii U support, but it's probably not worth getting into at this point. And it mostly works on XBox One, though it's missing a lot of the necessary features to publish to the store - things like friends lists, achievements, and DLC. Ashley has discussed that here: https://www.scirra.com/forum/microsoft-are-asking-who-is-interested-in-xbox_t180305?&hilit=microsoft

    XBox One doesn't support the tech used to build the native multiplayer plugin, but some tests show Photon's multiplayer implementation works fine on Xbox One in C2.

  • Looks like a really polished project. Did you use the official multiplayer plugin from scirra? How is your experience having a publisher?

    Good luck.

    Thanks!

    I'm using Photon for the online multiplayer. It's much more straightforward to implement, is fully cross-platform with consoles (which the official plugin is not), and with worldwide regional servers, is a better fit for the kind of fast-paced online play Sombrero features.

    Working with a publisher has worked out well. While I can't go into any real details because of contractual obligations, having someone who has worked with and can hire translators for additional language support, as well as has an internal QA team and can bring on external QA testers to help squash any bugs, is extremely helpful.

  • The coming soon page for Sombrero is now LIVE on Steam!

    Check it out here: http://store.steampowered.com/app/472690

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  • While it wouldn't hurt to speak to a lawyer about it, in the US a company's legal name is not necessarily the name they do business as: https://www.entrepreneur.com/encycloped ... ess-as-dba

    So, in the US "Company, LLC" can do business as "Company" without the LLC, or with a different name entirely. For example, Apple's full company name is "Apple Inc." and they do business as just "Apple." Google handled their name much the same way until shuttling everything under subsidiaries of "Alphabet Inc." to serve as a tax shelter. Another example may be a contractor named "John Smith," who does business as "Smith Contracting" and doesn't have an LLC/Inc/etc to operate under.

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digitalsoapbox

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