digitalsoapbox's Forum Posts

    I'd also like to know that.. even if there was a way to test it on your PC and make it run as it would on an Wii U, it would be perfect. Since Nintendo opened up the dev registration for everyone I became one, but buying a dev kit is just too expensive for me.. I haven't read anything about leasing on their site though.

    No, there's no good way to do this. The Nintendo Web Framework is specific to the Wii U.

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    I dont get the secrecy on a question like that. You do need the dev kit to test the game on Wii U hardware. A retail console wont work.

    There isn't any reason for the answer to this question to be considered behind the NOA NDA. There's no connection whatsoever, and the information has been posted publicly by Nintendo.

    So, to answer the original question by bpetersen, Nintendo has a couple of options (posted publicly) for Wii U development kits. There's two models, and the less expensive model can be used for C2 development - the other one is geared more towards Unity or full-fledged 3D game development. The only way to reliably test games is on the development hardware Nintendo provides. They previously offered a leasing program for the development kits, though I'm not sure they still do (and that information is no longer posted publicly), but in all honesty, I wouldn't bother - the NX will be out in less than a year and seems like it will be far more capable in terms of what's possible with C2 on Nintendo platforms. The state of C2 development on Wii U is poor, though this is not the fault of Scirra or C2 (the exact reasons why are, sadly, behind NDA).

    There's information related to using the Nintendo Web Framework (also public) in this Reddit thread that may be of use: https://www.reddit.com/r/gamedev/commen ... ng_for_it/

    And just to be safe, in case the info is covered by Scirra's NDA (it's not covered by mine, but the info is no longer public on Nintendo's developer site), if you just search for "Wii U Dev Kits" you can get more information on the differences between Wii U dev kit models.

  • No, we've asked Microsoft a couple of times now, they are still not responding to us. This is pretty typical of large companies in my experience. Hopefully we will get through eventually.

    Ashley

    Just stopped by here to check the status on this myself. They've already approved my C2-based game for release on XB1, so I'm reaching out to see if the MS reps who helped with that can look into if there's a way to speed up the process and my producer says he knows someone in the tools group to also contact. I'm not under the impression that anyone over there likes the weird holdups either. What's a good way to shoot contacts over to you, the support email?

  • Photon server does not send room list on demand. Only when client connects or list is changed.

    Cache what you receive in "on room list" and use cached value each time you want to manually retrieve room list.

    Thanks for the info, and that's a great idea. I shouldn't work on multiplayer at 3am .

  • ThePhotons Is there a way to manually retrieve the room list? I see an "on room list" expression but no action to retrieve it.

  • digitalsoapbox Loving the work. What platforms will this be released on? Looks like you have it on Xbox now?

    Windows for sure, hopefully OSX (though Mac GPUs tend to suck outside of their very expensive computers), Linux. All through Steam. Working on XBox One support as well, and although Ashley has announced C2 has XB1 support, that's not ENTIRELY the case and there's still a lot of work to be done on Scirra's end to make it a viable engine for console platforms (friends lists, integration with XB1 storefront etc.). Fingers crossed it gets better support on XB1 than Wii U, though due to how C2 works on XB1 it's never going to have full access to the hardware because of some artificial limitations put in place by MS on shared app system access that are mostly related to memory limits.

    And BIG props to both MadSpy for his work on adding reliable, functioning Steamworks support to C2 and Badmiracle for the full-on Photon multiplayer plugin that allows real cross-platform multiplayer.

  • Hey all! The Sombrero Teaser trailer is now live!

    https://www.youtube.com/embed/8RxvFEm2t44

  • Ashley - I am about to build a karaoke app. But before I begin, I would like to get a better appreciation of how the imported sound files work during performance. I understand that files imported to the music folder are streamed while those imported to the sound folder are preloaded etc. My main concern is regarding the size of the project. I am sure if I import over 1000 music files, the project will be very big in size. Since all of the songs for this karaoke app will be stored in the music folder would this affect the performance of the user's device?

    If you're only playing a single music track at a time, it should work everywhere. If you get into trying to play multiple long sound clips (not streaming audio) at once, at least on mobile, audio sync breaks down quickly over time and you'll start hearing a lot of audio glitches and skipping.

  • This plugin has been working out extremely well, and actually allows previews! What a huge timesaver, not sure why Scirra dropped the ball so hard on Steam support. Thanks for putting in the effort,

  • ThePhotons

    Are you still going to add the features we discussed through email? You've stopped responding to emails.

    Your email:

    We are working on missing plugin features and hope will release soon.

    The most important feature is matchmaking which covers your case w/o need to retrieve all rooms properties.

    Nevertheless we will add method for getting room properties by room position in list and property name.

    Remember this from 6/9?

  • Plugins are also stored in your %appdata% folder. If any of the official addons caused this message, everybody would be seeing it, but only you are so it must be a third-party addon in %appdata% which you have not cleared.

    That will help narrow down the issue, thanks.

  • This is always caused by buggy third party plugins. Closing, please check which third party addons you have installed.

    Ashley

    As I mentioned in the OP, this is happening with a completely clean install. As in, uninstall C2, completely remove the C2 directory from Program Files, install C2. The error does not occur in r227.

    *EDIT: It occurs in r228 as well. Again, this is a clean install, no 3rd-party plugins or effects anywhere near it.

  • Same issue on Windows 7&10, nwjs 13-15.

  • Problem Description

    Upon starting C2, I receive a Check failure. If I hit Ignore and continuing starting C2, everything seems to be functioning properly. No changes occurred to C2 install/plugins/behaviors/etc. Removing 3rd-party plugins/behaviors/shaders from the C2 install didn't fix the issue. Rolling back to 227 solves the issue, but the strange part is I've been using 229 since its release and this issue just popped up today and is now consistently occurring upon starting C2, even with a completely clean install. I haven't updated any related software or my OS between last using C2 and when this issue started occuring.

    Attach a Capx

    N/A

    Description of Capx

    N/A

    Steps to Reproduce Bug

    Start C2

    Observed Result

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    ACE table: expression does not specify one return flag - did you specify more than one, or forget it entirely?

    Condition: return_flags == 1

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 285

    Function: void __cdecl era::ACETable::AddExpression(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 229 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Expected Result

    No check failure

    Affected Browsers

    N/A

    Operating System and Service Pack

    Windows 10 KB3163018 (OS Build 10586.420)

    Construct 2 Version ID

    r229