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  • I have a game that works fine going to the exported index.html page, but if I load the game into an iframe on a page and load it in Safari, it breaks the following things.

    1. Music just randomly stops playing

    2. Normally if you start the game in portrait, then turn to landscape it is a responsive design and scales accordingly with a little zoom and vice versa, but when in an iframe, you turn the device to landscape then if you turn back to portrait, its like it wont trigger Browser>is portrait events. so it never zooms back out. I have tried putting other events here, like browser>is landscape>create sprite, browser>is portrait> destroy sprite, but you turn it back to portrait and it never triggers anything.

    This is happening on Safari in iOS 8.3, I have tried on a 4s and 6. Weird thing is it doesn't happen on Chrome for Android or iOS, only Safari.

    I have tried the fix mentioned here and I have tried adding scrolling="no" noresize="noresize" to the iframe, neither work. Anybody know a fix for this?

  • Hey guys I put my game Lectro up on the Scirra Arcade. Its a minimalist arcade game with simple one tap controls that move you around from dot to dot.

    Playing in fullscreen mode is suggested.

    https://www.scirra.com/arcade/other-games/lectro-1125

    Enjoy.

  • The way around this issue is to make yourself standout so that it isn't an option for them to go to other people. If you are really good at what you do, then people will accommodate your needs because those are what help make you better in the first place. If you're just doing work that anyone else can do, then there's many people who can replace you.

    While this advice might be true for many things in life, this is not the case here. In the world of licensing and contract work you can make the best game ever, with some new innovative mechanic, a game like no other that no one else can or has made, many sponsors/portals will tell you they really like the game and are interested in purchasing, but they don't accept C2 games, especially some of the bigger ones. Likewise companies looking for contract games made are looking for devs to use other engines as well.

    While I can appreciate good advice, make better games, work harder, stand out from the crowd, have a bigger or better skill set is not the answer or solution to what I am asking.

    Now if anyone has any input that is actually working with licenses and contract games using C2 I would love to hear your experiences, both negative and positive.

  • I guess using proprietary software will always have issues like this, however that doesn't sound like licensing, more like selling the game outright.

    Be sure and read all the fine print.

    I'm guessing you haven't dealt much with licensing before, even for non-exclusive licenses for games made with C2, sponsors/portals will always ask for the capx along with the exported game files so they can make API changes down the line, with other HTML5 engines they can make changes they need right there in the JS of the game files.

  • Its supply vs. demand.

    The supply of games from those engines fills their needs.

    The answer is to increase the demand.

    Make a game, in C2, they can't live without.

    From the companies I talked to the reason they are requesting games made with Cocos or Phaser is because their in-house devs use these engines, and down the track if they need to make adjustments to their API they don't want to have to go back to the dev that made the game to make changes for them every time they update their API. So even if you make a game they "can't live without" they aren't going to hire a new in-house dev or contract work out for simple API changes for a game made in an engine they don't support, when they could get the game made by another dev using Cocos or Phaser and make integration and changes with their API easier down the track.

  • This question is mainly aimed towards C2 users that work primary in licensing(exclusive/non-exclusive) and contract work.

    I've been working with C2 and also another engine (Gamemaker) for over a year now making mobile & web games, self publishing my work. Recently I have given licensing a try, contacted a few companies, worked out a deal for one license for a HTML5 game made with C2 and it went really smooth, they even had their own C2 plugin for the API. I was also contacted from a few companies about doing some contract work for HTML5 games with mobile versions as well, but all of them were looking for HTML5 games made with Cocos2d-JS or Phaser specifically. From what I have read on other forums, some(not all) of the bigger sponsors aren't even accepting Construct 2 games.. Technically it really shouldn't be an issue if you use C2 because of the Javascipt SDK, implementing someones API is pretty straight forward if you know Javascript, but still a few sponsors for licenses are not wanting C2 games, and all the contract work I have looked into are looking for Cocos and/or Phaser games.

    Anyone that does a lot of licensing games or contract work, what are your thoughts on this? Have you been ok just working with C2 for both licensing and contract games? Have you had to move to another engine? Any input would be appreciated, thanks.

  • While in theory it seems like it would be awesome, I tried this with Gamemaker because it supports vector sprites in the form of .swf, I tried replacing all the sprites in one of my games with vector sprites, and how much it kills performance is insane, went from 60fps to unplayable, on mobile browsers at least.

  • So I did some testing and turns out it is a bug with either C2 or Chrome for iOS and the Android stock browser, neither of these browsers will trigger the Browser>On Suspend or Browser>On Resume events, which is also I guess what makes background music not stop playing when the browser loses focus. Link to the bug report is https://www.scirra.com/forum/viewtopic.php?f=151&t=149430

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  • Problem Description

    Browser>On Suspend & Browser>On Resume not triggering on Chrome for iOS and Android stock browser.

    Attach a Capx

    https://drive.google.com/file/d/0B7P74F ... sp=sharing

    Description of Capx

    A blue sprite and a orange sprite show up when you load the layout, when the browser is suspended(minimized to background) and Browser>On Suspended is triggered, the blue sprite changes to green, and when Browser>On Resume is triggered the orange sprite changes to pink when the game is is the foreground again.

    Steps to Reproduce Bug

    • Open the game in Chrome for iOS or the stock Android browser
    • Minimize the game to the background by pressing the home button on either iOS or Android
    • Reopen the browser to the foreground

    Observed Result

    When the browser is minimized to the background then reopened the blue sprite does not change to green because Browser>On Suspend was not triggered and the orange sprite does not change to pink because Browser>On Resume was not triggered.

    Expected Result

    The blue sprite should change to green when Browser>On Suspend is triggered, the orange sprite should change to pink when Browser>On Resume is triggered.

    Affected Browsers

    • Chrome for iOS (YES)
    • Stock Android Browser for Android 5.0 (YES)
    • Internet Explorer: (NO)
    • Firefox: (NO)
    • Firefox Android: (NO)
    • Chrome for Android: (NO)
    • Chrome for PC: (NO)
    • Safari for iOS: (NO)
    • Safari for Mac: (NO)

    Operating System and Service Pack

    Windows 7 Home Premium, Service Pack 1

    Construct 2 Version ID

    r209

    Notes: I noticed this bug when testing a game on Chrome for iOS and the stock Android browser, when you minimize the browser to the background your background music keeps playing, but on Safari for iOS and Chrome for Android it stops playing the music till the browser gains focus again. Not sure if this is on the C2 side or on the browser side.

  • Ok, found a solution myself.

    Mine sharing your solution?

  • Having an issue where music keeps playing on on Chrome for iOS and the Android stock browser if the browser is minimized.. Weird thing that it pauses the music if you open a new tab in Chrome iOS, but not on minimize. The music stops fine in Safari on new tab or minimizing it, same goes for Chrome for Android. I have tried

    1. Checking Pause on unfocus

    2. Browser > On suspended > Stop All & Stop by name

    3. Browser > Page is not visible > Stop All & Stop by name

    None of these work, not sure what the issue is here, ideas anyone?

  • I spent the last 6 months making a game with C2, which I completed, was compiled using CocoonJS, and used the work arounds of opening Facebook/Twitter in a browser window for social sharing. The game was actually ready to launch in all the app stores, but got a publishing deal about a month before release, so the release has been postponed. Lots of new features were added but the main thing I'm trying to integrate is the full use of social sharing, the full Facebook SDK, share, post to walls, invite friends, leaderboards, and access the graphi api to check if something has been posted, get post_id etc. I originally thought I could just switch to Crosswalk for Android and Phonegap because of the Facebook plugins available for them, but even before getting to trying to integrate social stuff, I ran into way to many performance issues, the games runs really choppy/jittery on Crosswalk mainly because of the html5 issues with Chrome 38(I tested in canary and saw that this issue was fixed, but not yet in Crosswalk). On Phonegap game runs good on ios8 but absolutely horrible on ios7, and with ios8 market share only being about 47% at the moment I don't want to cut ios7 users out. That only leaves Ejecta and CocoonJS, Ejecta doesn't have an option for using the full Facebook sdk with C2 and even the newest CocoonJS, while it runs the game great, you can't access the graph api with the C2 version of the plugin. I thought maybe I could load a iframe and use the JS Facebook sdk, but I have no way to transfer data from that iframe to a variable in C2. Not really sure of any other ways to integrate Facebook SDK into my C2 game that work for both iOS and Android and it's looking like I will have to port the game to another engine. Advice anyone?

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