Aphrodite's Forum Posts

  • I see, I do not know about a way to do this (browsers are actually preventing local web pages from doing things), maybe combined with somekind of virtual server you could do something about that.

  • I know this is closed but I have seen this happen with extremely complex enemies and I want to share how I fixed this. If you have sprites that disappear but still are there one thing you can do is make a simplified clone of the object with the exact same animations and then make a for each loop that does a match on the UIDs. Then match the animation and mirroring to the parent UID. This is a good practice anyways as it leaves the underlying object with the gobs of code and the image displayed independent... similar to how you should handle walk... anyways i thought I would share. This issue used to plague me too and now I add a 'married dummy clone' on top and life is good.

    This is for anyone who finds this thread and is dying inside trying to fix vanishing complex objects.

    Cheers

    Dan

    I think you should do a new bug report if you can, it is probably the best that it is corrected rather than doing workarounds

  • I think if you export your game to your website, and go to it's url directly, wait a minute or so, then cut your connection and come back to the exact same url in the exact same browser, it just works

  • The viewport is the currently visible area of the game, with a fullscreen in browser setting other than off, letterbox scale, integer letterbox scale, the aspect ratio of the game will match the aspect ratio of the browser window.

    The windowwidth and windowheight expression I never actually understood, so I cannot be of help, but te viewport expressions should be enough to get you started into supporting multiple screen size.

    The project proprieties window size is the unscaled size of your gamescreen in pixels, due to how C2 works with most of his screen scaling settings, the aspect ratio of it is more important, so I suggest never go over 800 px in size since some websites would have problem with it otherwize, keep in mind that a lower window size won t affect the graphic quality of your game normally, as long as the project propriety quality setting is set to high quality (which is by default).

    Hope that helps.

  • As far as I heard, a lot of people here seems to think that actually the app store is a good way to make money, I do not know about recognition though.

    The playstore seems more filled with two versions for each app, one free but advertised, and the other paid but not advertised. Some people seems to also get some good results.

    The PC and Mac route is also a good way, that can be really rewarding if done well, but of course pc games expectations are much higher than phone games expectations.

    As for the web platform, the chrome web store is not a good way to make money, I do not know about the firefox marketplace. But it seems people don t think a .html can nor should be bought (mostly due to clichés, but that is not the point), it is however possible to sell html5 games to publishers for a good price depending on the licensing, but of course recognition wise, it is not that great.

    I think ArcadEd was doing a mobile monetising course, maybe he could be of help.

  • When I asked before, the awnsers went towards it being a abandoned feature, C2 initially was though to support other exported type than html5, and the configurations would let you change only some settings/layouts for some of them, but as it is right now, it doesn t seem to be of any use.

  • You are right, the =1 were actually useless in that case (I just tends to always add it, if they would be true or false values, I would actually do the same =true, even though I know it is not needed, just a bad habit on my part, sorry about that), the second value is needed in the case of the compare two values, I do not remember if there is an evaluate expression (except for the pick by evaluate), the second value can be a not equal to 0

  • Naji : I've spotted few bug: when you defeat the final boss, then just after go to a level, the ground won't be able to maintain the ckicken (the bullet still bounces fine though), also, the alert after defeating the boss would never end without me preventing it from showing (the alert that says you can have the special chapter by killing a certain number of chickens)

    Also the Star wasn't working for me, by wasn't working I mean nothing happened when clicking on it, whereas I though it should take me to the secret chapter)

  • I really like this "precision shoot" type of game, but I must say I found the bullet rather slow, and the chicken hitbox rather permissive. but it is a fine game, and I'd like to see it pushed foward

  • I tried doing a google search with "pou stencyl", and nothing came out on my part, I tried "pou" alone, and an android game came out, with "pou scirra", a link to the scirra arcade for a game named "pou" came out (I could not try because of the arcade not working properly).

    Btw just tried it on tablet and it seems rather a fun tamagotchi like

    Also, can I ask what we should explain about this? Even if it is made in stencyl partially or totally, how is it important?

  • Unclear question, cannot anwser with one response.

    However depending on you mastering of the program, and alsohow well you defined your game beforehand, the time to build it can be shortened a lot yet with it being polished and clean code-wise

  • in two years, C2 had some breaking changes (maybe something like 10 at most), those were repertoried in the changelogs each time from what I remember, heck they even let some weird thing stay for the sake of not do breaking changes.

    "I'm not going to argue whether or not breaking existing projects during version updates were necessary due to a technical reason. I just don't care. Commercially, you can't expect people to trust your platform when their work may be useless for no reason at all. I still respect the team and their effort here but I no longer trust C2 enough to develop anything with it. I were very wrong to not use a more widely supported platform in the first place."

    Commercially you cannot expect to update without knowing what the new version does and expect that it is running fine, it is as simple as that, and is true for any engine out there I think, you either stay on one version all along, or you make modifications relative to what changed between the updates, since there are new features, that are better than the previous ones, and sometimes breaking changes, that you must take in account. It is and had always been like that, and C2 does a good job on it's changelogs too.

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  • I think they are in the user folders somewhere

    Source: https://www.scirra.com/manual/158/third-party-addons

  • Just tried it a little, the controls feels weird on my part but they respond well (I should try it on the phone rather than the tablet), the graphics are nice, the concept is nice, and I did not yet had any issues.

    The cocoonJS relative problems are of course presents (the splashscreen that haunts me in my worst nightmares when I scream I don t want to be touched that way, and the framerate issues at the beginning of the game layout for about 10 to 20 seconds, then it runs just fine), but it is not your responsability.

    Tested on a samsung galaxy tab 3 10.1", I d say 4 out of 5 stars personnaly

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