Aurel's Recent Forum Activity

  • I only have access to the newsgroups. Is there something else, like a real, modern forum like the C2 one?

    That would be fantastic, and that would explain why I'm having troubles to find Construct devs friends on the newsgroups.

    I'll ask Nintendo then, no problem.

    That's probably my fault, I got accepted months ago, but because of the PC version, I'm only starting the WiiU optimization process.

    I may have skipped an e-mail at this time, and only focused on the newsgroups as it was the only thing available when I was making Nintendo DS games a long time ago.

    Thanks a lot for the answer Ashley! Much appreciated.

  • Thanks for your answers.

    jayderyu Well, unfortunately I don't see much people using C2 there. The Nintendo Web Framework is based on HTML5, not only on Construct, so the few users are talking about "real" code here. (Which sounds like moonspeak to me)

    DuckfaceNinja Yep, let's try the magic "@" spell! Tom + Ashley = ? : )

    Aphrodite That would be very nice, but sadly I don't think they will re-organize their newsgroups just for a few users.

    (nice Wonderboy 6 avatar, BTW!)

  • Hi everyone!

    A few member of the C2 forum are developing games for WiiU, but can't get much info on best practice or how to optimize for WiiU because of the NDAs.

    The official Nintendo way is kind of a dead end, the HTML5 Nintendo Web Framework being only used by a very, very few devs. 99% of the talks on their newsgroup are related to more conventional tools. And the 1% left uses HTML5, but not Construct.

    I'm in dying need of advices for the Penelope WiiU port, and having somewhere to discuss would really, really helps.

    Would it be too risky to create a dedicated space? (stricly private, under NDA, only for people with proof of being official WiiU developers)

    Thanks!

    PS: please, if you're not already a WiiU official developer, don't use this thread to discuss WiiU developement. You won't get answers, nothing can be explained in public without Scirra getting troubles. Thanks for them : )

  • Ashley The super smart WebGL shaders support is actually what made me jump from Gamemaker to C2!

    I launched C2 for the first time, quiclky added an effect on the top layer, and was blown away by how it easy it was.

    This was a great, great new feature, and is always a huge success when I show it to other devs, might they use Unity, GM or XNA.

    Please do not consider it as a minor update, for experienced graphic artists, this is really (one of) the strongest feature of C2!

  • Fantastic.

    Thanks a lot for being so reactive!

    EDIT: (new page! Node Webkit update with fix! Happy end incoming! Exclamation marks!)

  • sqiddster hi there!

    So, yeah, sounds definitely like a habit. I used to be a graphic artist on many games before, and my co-workers always asked me to do things that way for previous projects. Some games I made were for Nintendo DS and other old mobile phones like old Nokia ones, so i guess the "particles are lighter thanks to no collisions handled" only applied in this time OR in particular cases where the CPU perfs are very very low.

    This is my very first HTML5 game, so I guess it's only a habit, with no particular reason now.

    Airscape features many cool visual effects, and seems to run in a very smooth way, after all : )

  • Just a quick note:

    Happy end, thanks to the Kyatric post , I've been able to convert the project file to C2 163, and the node webkit export runs very smoothly again.

    Thanks, you just saved my PAX! : )

    EDIT: oh, new page. Let's not forget the last post, very useful tests were posted regarding the freezes!

  • You, Sir, made my night!

    Alright, let's play mad scientist now!

  • Thanks for the answer!

    That's my plan. But I'm supposed to leave some preview builds for press, too...

    I think I'm not using any recent new C2 features, is there a way to convert the project so I can roll-back at a previous C2/NodeWebkit version?

  • I was crossing my fingers really hard until now, reading all the topics related to the NodeWebkit freezes.

    ... and, here I am too : /

    I just exported my build for PAX, and the game is totally unplayable. It freezes like every 15 seconds, and freezes are at last 2 or 3 seconds long.

    I don't know what to do. I tried the replace the nodewebkit files with old ones, as adviced in other topics. But the game crashes at launch.

    I really have to find something in the next 2 days... any idea?

    The game is running at a rock solid 60fps in chrome, Freezes seem only related to NW.

    ( Sorry to use alerts, but I think I have to for this time: rogerwang, Ashley )

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  • Hey, thanks Kyatric for the mention!

    sqiddster and me are already trying to help eachother for a few weeks now, so be sure I'll say hi to him on his Indie Mega/Mini booth : )

  • Back from Germany! That Gamescom was crazy, fun, exhausting, and lovely at the same time.

    So much super kind and helpful devs met on the IndieMegaBooth... : )

    About the ports:

    • You already know WiiU is officially supported by C2 : )

    (I got a Penelope version running without webGL, where some shaders effects are replaced by other nice ones, so it should be OK)

    Also, another studio (used to wiiU subs) will help me when the submission time will come.

    • I can't say much on the XboxOne port. I met Chris Carla (director of ID@Xbox) at Gamescom, and I'm trying to push things on this side.

    Please do not ask details to me or Ashley, nor hope too much, nothing is done yet, and I'm only TRYING to make things move forward.

    • Sony ports are nearly impossible, as HTML5 is very poorly supported by Vita and PS4 for now.

    What does it mean for Penelope?

    • Most of the greatest porting studios like Curve or Dotemu had a look at the problem, and they tag the port as "super, super hard".

    I would need to find A LOT of money to hire another studio, so they can rewrite everything using C, Gamemaker, Unity or anything else more Sony compliant.

    >>> no money for now, so, on hold.

    OR I would need to find some very crazy friends, with a hacking background, ready to try fancy experiences. Like using a tool called "Jurassic" to convert javascript to C#, then import it to the PS tools. That seems pretty complicated and hazardous to me, but they'll give it a try in a few weeks. From this, they will decide if they're ok to do the port on a revenue sharing basis.

    So, there is a bit of hope. But not that much. But still, a bit of hope : )

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Aurel

Member since 4 Oct, 2013

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