CairoCreativeStudios's Recent Forum Activity

  • MPPlantOfficial, Hm, I am sorry to see that you're having so many issues with the XDK. I'm going to make sure I have the most recent version and figure out what exactly could be going wrong.

    Oh, by the way, if you haven't tried it yet, you could always just go the easy route of using Google Adsense in your game. It's easy to sign up and you can just throw all the embed code in with this: https://www.scirra.com/forum/plugins-pode-html-pack_t69356

  • So after days of figuring out I needed to use a different version of the InAppBrowser plugin and finally getting a successful build today I used the exact same settings on a different capx file configured right aannnnndddd

    BOOM! BLACK SCREEN AGAIN!!!!

    Scirra please, please, please, please,

    PLEASE

    consider creating native exporters. This whole

    XDK BS is a NIGHTMARE..

    O.o To this day, I still have never understood how people have had issues with the XDK. I've used it on MANY computers with no issue at all.

  • damainman, I guess it really depends on the game how performance varies. In my case, performance when handling a lot of instances at once isn't a big issue, because it's just an action platformer outside of multiplayer, and then inside of multiplayer it's a limit of 16 players, 4 vehicles and 16 map items (Weapons, explosives, kinda like in Smash Bros). So, the only performance heavy things my game is handling is via multiplayer. I use hardcore compression for all of the graphics, so that's not a worry either. That's also the case for the UE4 version too, because I want it to perform well on literally everything.

    I totally understand the interest in consoles, that's why I'm moving to UE4 for my next side project after Jell.io, GIRID, I might call it, would be a simple RTS Tower Defense game. I want to cash in on the plausible success of the Switch, though.

    Jayjay, Your game is beautiful and really gives me some Ghosts and Goblins vibes. Give me more. XD

  • harrio, No, it's fine!! Good luck with your game as well! I'm afraid I will not win, as I've seen a lot of the other competition entries, but I might try to make a contract with Konami afterwords, for a Yu-Gi-Oh port to Airconsole and Wii U, now that I now that you can embed games to a website. It's a personal endeavor of mine to make the best Yu-Gi-Oh game ever, inspired by Duelests of the Roses.

    Haha sounds incredibly ambitious, but I just do what I want, if I fail, who cares? I have a job... Haha XP

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  • interesting point made. I shall try my best

    Haha good luck! It honestly surprises me, the lack of detail controller-side on Airconsole so far. Either way, I wish everyone the best of luck! The competition is getting close to an end... XD Scary!

  • Also, thanks Psychokiller1888, for sharing the plugin that saved my life. You're the best! Good luck in the competition!

  • Psychokiller1888

    harrio

    Both of you completely misinterpreted what I'm saying. I was saying that only placing buttons on your controller interface is a terrible idea. My controller interface is functionally, an extension of the main screen, as well as a controller. The characters fly between controller and screen, talking to you personally, and to each other.

    The point I was trying to make is that it's VERY important to take advantage of the phone screens. Don't treat it like developers did the Wii U. It's not just a secondary screen for buttons, or a minimap, or an inventory. It's part of the game. It allows people to interact with a console game with their fingers. Make them touch and interact with the world, don't make them touch and interact with buttons, to then, in turn, interact with things on the screen.

    In my game, you pull a gelatinous cutie, and it shoots jelly balls at opponents, you fling it and it flies forward, you tap it and it uses collected items. You can talk to it, it can talk to you, it can talk to another jelly, etc. Each player gets their own Jelly, and each Jelly is an individual. That's just one way to make your game more immersive to the players. There are so many different ways.

    I'm just saying, most of the games on Airconsole have shoddy controls, because they just made normal games with touch controls. I'm requesting that people put more effort into their design than that. That's all.

    Play Cards Against Humanity on there, and you'll see what I mean. The cards are on your phone, and because people can't see them, it adds mystery. It's like if you put poker on there, it'd be the same thing. It's because the phone serves the purpose of being a direct, interactive extension of the individual. Take advantage of it.

  • Jayjay, You've actually noticed a performance increase? I find that a bit surprising, though I'm sure it's because you use the advanced features of C2. I have had to work around some of C2's limitations to make map creation, storyboard editting, and visual scripting possible in my game, but performance is still top-notch on my crap laptop. So, there's ways around things in C2, it's more a matter of whether you find your time well spent making work arounds. In my specific case, it is, because I can easily add new functionality using the easy interface of C2's event sheets and the level of control over Behaviors.

    I've ported my first map and some gameplay functionality over to UE4 though, and there isn't really a performance difference. But I'm running 60FPS either way, so that really doesn't mean anything at all.

    Though, I really do think it's a good idea to bring a 2D game to a 3D engine. That's why I'm making the fist BSH in C2 (so I can get it done quickly), and the next, BSH 2 is in UE4. The UE4 version is basically just a 3D adaptation of the 2D game, rendered with my pixel art shader. It's super pretty! All the maps from the previous one will be in the same format, so it will just convert it all to 3D. The main focus of this game is sandbox/multiplayer, I think it's important to be backwards compatible.

    I still support C2 for 2D games though, and will probably use Construct for the rest of my friggin' life. Lol

  • Jayjay, I would just like to call you insane for porting your game to Unity, but good luck with it, it looks cool. Lol

  • I'm not going to read this whole thread to reply to anyone. If people are still asking for official native export, they obviously don't have a whole lot of experience with native engines. The performance difference, if any, is hardly noticeable. You will have to optimize your game just as much either way. If you aren't going to go through the effort of analyzing the optimizations of other games, don't complain about performance, your problem is in your optimization and lack of effort to fix it.

  • I don't mean to come off as rude, but why are controllers not supported? I can't see much of a reason for it. If messaging between Controllers and Screen aren't supported eventually, I'm probably going to make my own plugin. For now, it looks like it will be easy to work around though.

    Also, I don't understand why nobody seems to think making the controller in C2 is an important feature. Why would anyone use a phone as a controller if all there is is buttons? Using an actual gamepad is arguably much better.

    Zebbi, haha nice.

    Seriously though, it's not at all true to say that the consumer shouldn't be a factor in deciding the price.

    'In 1st century BC, Publilius Syrus wrote: "Something is only worth what someone is willing to pay for it".' - https://en.wikibooks.org/wiki/Introduction_to_Economics

    This isn't businessman logic, this is idiot logic.

    If people don't pay for Construct 3 when it's released with this subscription based model, Scirra won't make money at all. I realize Republicans can be ignorant, but if there is anything they understand, it's how to get what they want.

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CairoCreativeStudios

Member since 22 Feb, 2014

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