Aphrodite's Forum Posts

  • As a return of investment, I've seen some people being able to sell crappy html5 games (crappy, really, they were made during the flappy bird incident IIRC) for something around 400 or 500$ to publishers (or even an automatic 200$ to fgl which helped distribute them afterwards if you've implemented their C2 API but that changed too) so I guess it is pretty much a win win situation (though the situation for that particular case changed), however it really depends on what you want to do in the end, you want to do android only games? I would say this is not what the product has been designed for (it is doable as some people can witness), and 100$ investment is not that big (if you are planing of making money out of it, you should target more than that), but be wary of everything before buying it, if your expectations is to make a return of investment, you should be able too without much issues.

    PS: I will not describe any money making process in any way, as I am not an expert, I made my money back but did not wanted to earn more money afterwards so I stopped If you wondered.

    PS2: The free edition can get you started to try doing things to see if it corresponds you (you cannot make money out of it sure, but at least you will know a little more if it is worth your time);

  • Problem Description

    related to the first post of the second page of

    Basically, shift+Crop does not work in a consistent way across layouts depending on one thing: has this layout been opened during this session or not?

    Attach a Capx

    Attached

    Description of Capx

    Layout 2 and 3 are dupplicates of layout one (You can open layout 2 to verify that but DO NOT OPEN LAYOUT 3 as the bug won't reproduce if you open it in the same session as you crop shift)

    Steps to Reproduce Bug

    • Open Capx
    • Open layout 2 to see it is identical to layout 1, then close layout 2 (don't open layout 3 at this point)
    • open the sprite image editor and shift+crop it
    • Open layout 2, still the same, all is fine
    • Open layout 3 (you did not opened it earlier, remember), it should be different to layout 1 and 2 (sprite stretched)

    Observed Result

    On layout 3, the sprite texture has been resized, but the sprite object himself has not been resized, and so crop+Shift broke its look (not only inconsistent compared to layout 1 and 2, but also break the whole point of using cropping as it should be painless!)

    Expected Result

    Layout 3 to be like layout 1 and 2 (texture resized of course but also object resized to has a painless operation that will not break it).

    Affected Browsers

    • Editor bug

    Operating System and Service Pack

    Windows 7 home edition, 64-bit

    Construct 2 Version ID

    r190 stable (did not had time to test on the beta)

  • I think he was describing that the crop (not a simple resize) altered his non opened layouts in a bad way, but did not destroyed his opened layout, which would imply a bug (as it should work consistently regardless of if the layout is open or not), also I am pretty sure crop +shift is supposed to be a painless operation (aka: it should never ever be able to break a project, and I think that is what happenned on his opened layouts, but it failed on his closed layouts).

    if someone can reproduce that in a simple capx, a bug report would be nice (I will see if I can do it today, If I cannot, well, I will not be able to use C2 for two weeks so if someone else can)

    EDIT: VIKINGS done

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  • that come from 3 things I would guess:

    first, the nes did not have an entire OS to run while the game itself is running

    second (perhaps the most important one), they may be far more powerful CPU wise and GPU wise, but that means not a lot if their support of html5 and javascript is poorly done .

    third, the control level is not the same nor what you can do, as far as I know, on a NES you could only have a limited amount of sprites on the same line, with limited colors, all sprites having a relatively similar size behind the scenes, at low res, no rotations, no sprite scaling, but you could monitor and control everything at the roots of the system with no useless interactions, which you do not have with a browser based engine, with a huge layer of optimisation being done, while with C2 people struggle much more to optimise, and tbh wrappers and browser vendors are not that reliable.

    a smartphone like the iphone 6 can handle gta san andreas so comparing to an NES natively is not accurate. (edit:even comparing to a NES within the realm of html5 and js is inaccurate).

  • Somebody

    "Also - can the Paster object's contents be saved as an image (or such an option added)? That would be mega-useful."

    you can use the browser object invoke download to download the paster content (not sure of the name, it is an expression of the paster object, paster.imageurl I think)

  • C2 adds 1 px all around to prevent display rounding issues. it is normal and documented IIRC.

    due to that, it is better to have sizes with pixels in (n^2)-2 form 30;62;126; etc)

  • https://www.scirra.com/tutorials/318/ho ... ng-screens might be what you seek for "splashscreen".

  • I think I saw something like that hapenning, which is why I prefer to use the paster (as paster seems more adapted for real time interactions). I wonder why too however.

  • html5 is one of the main reasons I use C2, I do not want native (most engines have native first, and html5 as a more or less broken feature, C2 has only html5 so clearly it was a win for me), the behaviors makes prototyping clean and quick and easy, the event system is just done in a way I can understand without isssues and with 0 risk of syntax error or losing time due to some ; I'd have forgotten.

    Game maker was just... not for me, unity is something I still don't understand why anyone would use it for 2D, fusion 2.5 would be fine 10 to 20 years ago, but now it just feel outdated, and direct coding is just not something I like.

  • Order wise, Well, the sheet is read from top to bottom (this matters when you are using Else, or when two events are conflicting), triggers can be put almost everywhere without any difference (unless particular case where you have twice the same trigger, which is again a conflict case), also, all the active event sheet is read before the game goes to the next frame, so do not worry too much about if ennemies or player is first (event 10 or event 500 will still happen unless you have something preventing it in between).

    condition wise, they are checked from top to bottom, so try to have the less demanding condition first if it is nessecary (for collisions that do not benefit from the collision cells, it can help sometimes), as if one condition is false, the others wonb't be checked, however as spongehammer said, in most cases, just do what is the most convinient, groups being disabled can help performances wise, but organisation comes first anyway and they are great for that too.

  • szymek even with those issues, that is still a valid request that I think could be fullfilled (the goal of a company is to show their product entirely, not to hide the issues so they come back at them afterwards).

  • Never used litetween so I cannot tell (I though it was used to move from point a to point b), but paster would clearly be nice to have (split screen, screenshots, the possibilities are big), however as long as the canvas plugin cannot fully take advantage of webGL, it is a big No for me.

    but then again, officially supporting these is not a requirement, sure that gives the security but I would rather see a "built in store" inside C2 and on the scirra website to track easily addons update, install them easily, see the last C2 version they were tested with, different categories (like beta, movement, behavior, plugin, effects, etc..), changelogs, etc.. would be much more useful than filtering everything into an official support, that could even help installing them if needed to open a capx.

    since right now, keeping track of 3rd party plugins and behaviors is a chore.

  • depends on the type of game, some could think of super mario bros. 3, where you are moving on a map and so, you can sometimes use alternative paths to progress in the story. my opinion is that you should never block the player completely, either let him skip some levels, or let him go back to earn something that will help him on his goal.

    however this is not applicable to all type of games.

  • I cannot test now (not on a computer), but

    "On changed

    Triggered when a file or set of files has been chosen from the input control." (from the manual)

    so the expected behavior is that it triggers even if you choose the same file again.

  • kind of weird, my guess would be that C2 see that it is the same file and so do not load it again (even though it has been released) which makes the ajax request not complete (does the ajax on error trigger?), which would be worthy of a bug report (that is, if I am right).