Aphrodite's Forum Posts

  • "it slowly became "what can be done" instead of "what I want"."

    Exactly the reason why I say to people to always think last about performances, you can always improve performances later or redo the game, if an engine forces you into this kind of thinking you had ("What can I do" instead of "what I want to do"), just change, or learn to use the engine (there were people seriously asking how to improve performances when it was not needed, or destroying their organisation so the code can be "executed faster", or simply doing blind optimisation based on false judgement in the case of C2, when you learn, you see clearly that, not matter what, optimising first is not the way to do things, organising is, and if that is not the case, drop the engine, that will be better for everyone)

    nice story btw.

  • might be related to the OP question, even though it was kind of biaised I woukd think.

  • Would be nice if we could get rid of wrappers indeed, while I do not think native should be something scirra should try to do yet (or at all), sticking with html5 only was what they should have done in that case (by that I mean only advert that, include 0 wrappers, all wrappers plugin being only third party plugins maintained by the community), I do not think anybody would have had any grasp with that, you would buy it knowing that, but it seems people did not get that at the time (marketing error? maybe, I did understand the message but since I am not everybody..).

    Well, I am not scirra, they can continue this weird "official wrapper support" route if they want after all, it is their business, I know what I bought, I am satisfied, not everybody is, that is the issue, so something should really be done.

  • 2 can already be done with a pick by comparaison, and I do not see much how would the cells work in that context as they are mostly rectangle areas, where a distance from point is defined by a circle area., same for 3.

  • I would recommand still attaching a capx, as you are saying that "the music stops and not work the keyboard" so they would need something to try that out' as it may be one single thing that is bugged that they may not be able to see on an empty project. resulting in a "closing: follow the guidelines"

  • you may want to look at the cosp expression

    https://www.scirra.com/manual/126/system-expressions

    it is an interpolation, so works the same way as lerp, but the relation between the input and output values is not linear, it will be slow at first, then go faster in the middle, then slow down at the end, while reaching the value.

  • r191 added an action to reset all persisting objects, that may be what you were asking.

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  • I do not know why your way would not work anymore, I know this is the way to force the reload of files, however if you still have a black screen, the problem might come from something else.

  • Also due to the r190 being stable, I would guess this would have been a risky thing to implement, I however am looking foward to this beta cycle, as it seems really promising!

  • Canvas+ was not worth the effort, (they worked hard to redeem themselves, and are starting to communicate more) however webview+ does not rely on a weirdly custom made browser engine but on the webview, and perform well on iOS8 it seems.

    Basically you should not expect scirra to support any wrapper themselves, and cocoonJS are actually listening now so that may be worth a shot.

    I stick with the non wrapped multiplatform export that is the web so I cannot help further. Was just explaining the current situation as I see it.

  • Well, quality and market are two different things, and individuals (as I think it is mostly about them more than non publishers) can have a really hard time, proffesionnals are normally payed for their job, they have the security (not "I must finish it and sell it now! I need money" But "I have to keep doing a good work to deserve what I am currently payed for"), it is like doing a harder job with less experience and/or budget, less time too, and less planning ahead even (generally, there are not as much specialists in all related domains), and also something that big companies can do, and every men also can do, but that an individual game developper that tries to make a living cannot without taking a big hit: Fail, a big company can fail, they do not want to, but if it happens, well, they can take the hit, learn from it, and continue with the budget they have (pretty sure they try to see what happens if it fails so they do not take too many risks), an individual cannot really afford to fail on a game they have done for like 3 months, as they do need the money to continue, unless they had the chance of having a good amount of money beforehand, and of course, due to the lack of knowledge and help they might have, as well as time, the chance of failing is greater.

    However, some people actually try the other way around, rather than risking failing on a 3 months/one year/maybe more game, why not producing large amounts of games, and each can bring a short income so some can fail? And so mass production can exist, which fill up the markets.

    Of course that does not imply to someone that do games only for passion, without trying to make an income out of it (that does exist, before someone says it is stupid). As they have no budget or marketing or income to think about related to their games. An exemple would be someone with a job that does games during his free time, he has security, he has passion, he have less time of course, but is not squeezed by a need for money.

    As for the question, customers are tricky to satisfy, and the fact that money comes from them is the struggle.

    Of course all of this is my opinion.

  • Well...

    If I recall correctly, minecraft was not made to be the ultra big hit it has been, and king is not one of the "greatest name" of the industry.

    As for the indie struggling, it is actually their choice to be independant, however the gold rushing way it has been showed really did not help: everyone wants their part of the cake, and not everyone wanted to work hard for that part (let's be honest, I can understand that the flappy bird guy did not expect what happenned to him, but when everyone tries to replicate that sucess clearly just for money without passion nor working, not to do quality, it is bad), then you have also the viability of the different markets (googleplay seems to only works for "big names" to sell games, other have to rely either on ads or in app purchase since they cannot convince the player to buy their games, and since most of them think it is "normal to rely on advertising if the player does not want to pay" rather than "the players do not want to pay for our product, uh-oh... we are in trouble" I do not expect the situation to become better, some do not even care about what products are advertised, some even do not do games, they do something that can have ads in it first).

    Am I the only one to think that no matter how much people work on a product, we can at least expect quality? I do not say that we should all have games as good as GTA San andreas or batman: arkham city, but at least games that are more interesting that a game and watch, or at least where effort has been put.

    When I play a game, even older ones, I expect something good, is it a good story? Good controls? Good graphics? Heck not even that, consistency, the game has to feel right, not forced, pixel art made for the game can look better that ultra hd assets that feels wrong for the game, the story should not have forced passages (I will not forgive how phantasy star 2 killed Nei, it was really a "we kill a character because we could"), however some of the games I see one the google play lacks this consistency, they are like "pieces of games put together", like a cheap food platter trying to look like a 5 stars restaurant, but they lack the passion and the quality.

    Of course the quality of a one man game will not be the same as a big team, but that does not forgive the fact that it can be a bad game made by peopel that do not want to make any effort, and when a bad game is paid, or has advertisement in it, we should not let them pass.

    PS:not talking about you of course, while you do not have yet reached your full potential, you still are doing a great job and have passion.

  • Either delete the offline.appcache (quick, you lose the caching entirely though) or you support the game updating system with events.

    https://www.scirra.com/tutorials/70/off ... onstruct-2

    And that's it.

  • What you are suggesting indeed fails. I think what Ashley was talking about was having constant strings that point to your functions.

    Then, if you changed the name of a function, the only place you would have to update the value would be in the corresponding constant, which could be referenced elsewhere in your code. You would only have to do this for functions that were going to be called in multiple places.

    However, now that I think about it, I don't see why we should be prevented from naming functions with constant global strings...it's not like they are going to change.

    Ashley ???

    Actually, it seems to be due to the implémentation of functions themselves, where each "on function" issue a totally different call (when you call a function, it will not test each function's name then execute, it will only trigger directly said function), that however needs a direct name for the function.

  • If you are using CocoonJS canvas+, form controls (button, and textbox, as well as other like the listbox for exemple) will not work as canvas+ does not support them at all.

    I think ejecta suffers the same incompatibility.