Anonnymitet's Recent Forum Activity

  • I like the idea of Steam Direct but it all depends on the fee. The fee have to be big enough to discourage people to post small cash grabs, asset flips, tutorial games and flappy bird clones etc and not too high to make it impossible for small serious indies to enter.

    But if they fee is below $500 we're all doomed and Steam will become worse than google play in a week Just imagine that everything that has been posted on Greenlight suddenly gets on the store if they only pay a small fee. OMG what a nightmare. In this case keeping Greenlight is a much better solution.

    So for example, If the fee is $1000+ it would make developers think twice before they publish a game on Steam as there is now actually a risk involved. But the fee is recoupable which means that if the game sells you'll get the fee back and in the end it wasn't a cost just a deposition. So the only ones who will actually pay the fee as a cost are those who post a game that doesn't sell. And that is a risk that comes with all businesses so nothing new about that.

    However there's still a problem and that is that most games on Steam sells for a lot more than $1000 so many developers will keep publish trash as they know that it will generate revenue. So I hope there will also be some kind of quality control from valves side to stop these developers as well.

    So this is far from a perfect solution but if the fee is high enough then it will be a good start and will drastically decrease the flood of games that comes through greenlight. So I'm glad to finally see Valve doing something about it and I hope they will add to it and improve it even more.

  • arod17pr No, I've tried it in my prototype and it doesn't scale correctly on iOS but on Android it works great. No idea why though :/

  • > I am testing this out with a boolean.

    >

    > As an action using The Global Plugin "Set boolean" the boolean can only be set to "True" or "False".

    >

    > As a condition when using System "Compare two values" I can only compare to "true" or "false".

    >

    > "False" isn't working when compared to "false"?

    > It seems to be ignoring the condition.

    >

    > When I change it to a text variable I am able to match the capitalization of the variable and the conditions are working.

    > It seems boolean can't be used, or I am comparing/setting it wrongly?

    >

    Just use "is bolean set" and invert it to compare if a bool is false.

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  • Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.

    Haha nice work! If you get Klang running a solid 60fps on a Galaxy S2 then you know that the people complaining about c2 performance on mobile has some optimization to do

  • + Looks good

    + Looks fun (I wanna play)

    + Looks challenging (I like a challenge)

    - control terrible, totally non responsive to my input. jump only one in 5 times, move only one in five times

    this type of game needs extremely responsive and accurate controls

    also maybe zoom the camera in a little then you can make camera more dynamic with zoom pan and shake.

    sort these two things out and you have a winner.

    [edit] I notice previous feedbacks say the control is tight so maybe something going wrong for me...I am using edge....let me try chrome be back in a bit.....

    [edit] OK no problem in chrome !!!! control fine.... but edge cannot handle your game input... strange.... I have been testing my game in edge for months and never had any such issues.... are you using some special plug ins that only work in chrome ????

    so update ....game cool.....only in chrome tho......

    Thank you for the input. I had no idea it didn't work in edge?

    Btw, how was the performance? Did it run smooth? (on chrome)

  • Changed the character body type and made it a bit slimmer. This character is however just a placeholder:

    Look at him in game here: http://www.frozendev.com/Testing5/index.html

  • > Yes I have gone through that and I'm an approved microsoft developer. However C2 games are not allowed to be published on xbox one atm so don't put too much effort in applying. As it looks right now we have to wait and see if anything changes with C3 but I don't think we'll be able to publish on xbox one until universal apps are launched and that is miles away...

    >

    They aren't? Where did you get that info?

    No sadly not. My game was ready to be published and Microsoft helped me get it running great on xbox one but when it was time to publish the game they gave me the news that construct2 games wasn't allowed to be published due to security reasons they couldn't discuss. My contact has tried to find a solution for me but at this point it is not possible for any c2 game to be released.

    Microsofts response regarding C2 games on xbox one:

    [quote:1glx904n]We have security teams dedicated to ensuring compatibility and safety across approved middleware partners, and there is at this point no workaround for Xbox One as it relates it Construct 2; I have checked this with our teams multiple times and unfortunately there is no path forward with Construct 2 on Xbox One right now. Again, if you’d like to wait it out for UWP, that is likely your best bet for bringing it to Xbox through Windows 10, but that is still a ways away (I do not have exact details to share). Very sorry about that!

    IDawg@Xbox Account Management

    So I hope C3 has some kind of solution to this otherwise I'll have to port the game over to another engine.

  • Yes I have gone through that and I'm an approved microsoft developer. However C2 games are not allowed to be published on xbox one atm so don't put too much effort in applying. As it looks right now we have to wait and see if anything changes with C3 but I don't think we'll be able to publish on xbox one until universal apps are launched and that is miles away...

  • Thank you for the quick response. I've tested it and it didn't change anything. Still perfect on android but only 50% visible on the ipad

  • X3M Yes that one scales correctly on the iphone and ipad

  • I can confirm this. As I have experimented with this the controller works perfectly on android but on iOS it scales weirdly sometimes. On the iphone it scales correctly sometimes and sometimes not and on the iPad it only shows 50% if the controller everytime.

    I use letterbox scale in C2.

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Anonnymitet

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