Fengist's Forum Posts

  • In that case, there are other possibilities. I know Google play support IAP and I assume others like the Microsoft store does. But, you're talking about pure web based games so, here's one option.

    PayPal, and I assume others, have what's called and Instant Payment Notification. The way the IPN works is, the customer clicks on the PayPal button and it takes them to the PayPal site to make the purchase. Once that transaction is complete, PayPal contacts a URL that you designate. In my case, I have it contact a PHP script. With the data that PayPal sends, I generate registration keys for some software that I sell and then, add all that data to a MySQL database.

    Google also offers something like this with Google Pay

    support.bluesnap.com/docs/google-pay

    So essentially, there are payment methods out there that you can customize to do pretty much whatever you want, it just takes the skills to make the back end work.

    As for locking into one particular payment method, I disagree. One of the axioms of the internet is that nothing lasts forever. The minute you lock yourself into one provider or source, your success is bound by their success. The minute they fail, so do you.

  • support.google.com/adsense/answer/1705831

    Provided of course that you can come up with 1 million impressions per month...

    pfft.

    But, some quick googling shows lots of possibilities. This company even claims to have a C2 plugin.

    wanted5games.com/developers

  • You just reminded me of an old space game that I think was on the Amiga. You travelled around space, meeting aliens and learning how to communicate, trade and fight them. You had a crew with various skills and you could hire/fire crew at the space station. You could land on planets and collect 'resources' by shooting them and some resources tried to 'collect' you. Along with being a shooter game it posed a moral dilemma. Near the end of the game you discover a planet that's utterly loaded with the rare resource you've been using to fuel your ship. And shortly after that, you discover that this fuel is actually a sentient life form that has a much, much longer life span that you and as a result, moves at a much, much slower pace, making it appear inanimate.

    Now keep in mind, I haven't seen that game in 30 odd years but that simple moral question it posed... well I still remember it.

    *edit

    Found it!

    https://en.wikipedia.org/wiki/Starflight

    *another edit

    Lol, and apparently you can still play it here:

    https://archive.org/details/msdos_Starflight_1986

  • Good to hear. I double checked this morning on the desktop and it's still crashing with a google sad face. Because it's running in an iframe it wasn't giving any errors so, I tried reloading it as full screen and got this error:

    Uncaught (in promise) DOMException

    Some quick googling tells me that this may be related to the audio and the fact that it's running in an iframe and you're forcing it to auto play that audio. Google changed the way it worked last year:

    https://developers.google.com/web/updates/2017/09/autoplay-policy-changes

    Now, why this works on my laptop and not the desktop, I have no idea. I did test it in Edge on the desktop and it loaded just fine so I'm guessing it's not a hardware issue.

    One thing I've done in my code to combat this is to put a 'click to play' on my loader screen. Chrome is now requiring interaction from the user before playing audio.

  • If you're running Chrome, hit f12 while viewing your project. In particular, check the 'performance' tab. Chrome can profile your game and give you a chart showing it's memory usage. If you click on the memory tab, it'll actually tell you whether your project using more or less memory over a set time period.

  • On the laptop

    153 = 38661

    154 = 49828

  • And on the laptop, I played for a good bit and didn't see any perceptible speed decrease or increase in memory use.

  • Just chrome on a pc.

    And, for whatever reason, it crashes on my desktop but runs on the laptop. Both are using the same version of Chrome.

  • > Excellent! And when you're all done could you please box up your CPU and ship it to Iowa? My 8 core 4ghz machine with 32 gigs of ram still only managed 129k in r149. I want your toys.

    Heh, my office desktop has an i7-6700K 4 GHz with RAM running at 3 GHz, and I can get 344k with the latest release 😉 (that's on quadissueperf)

    :P

  • Can't help you. The link you provided promptly crashed trying to load with a google sad face trying to load it into Chrome. Reloading the page, it politely told me it wasn't designed to run on my device.

  • Excellent! And when you're all done could you please box up your CPU and ship it to Iowa? My 8 core 4ghz machine with 32 gigs of ram still only managed 129k in r149. I want your toys.

  • I think maybe you're not looking outside the box. For example. Yesterday I downloaded a piece of software that was supposed to help me in crafting for another game. It was a Windows application. Now what I expected was something written in a 'normal' language with a 'normal' interface. To my surprise, this person created a desktop app designed for calculation in Unity? To take this in another direction, the reason I purchased C2 years ago was to augment another piece of software I had written in Delphi. I was able to take C2 and make an Android based teleprompter. So I'm not sure what your definition of 'serious' is but both engines have the ability to get just as serious as you wish. You can delve into C# or JS in Unity to make things work exactly as you wish and you can use JS in C3. If I can get the server tech working right, I'm in the process of building a game that, in theory, could host thousands of players... in C3. To me, that's pretty serious.

    When I look at Unity I see an utter mess. For example, I read a tutorial on how to do something specific with Unity. What this skilled programmer did was attach 15 odd scripts to a whole host of objects creating 15 different places where something could go wrong. Debugging that was a nightmare. Was it structured? Oh yes. Was it a nightmare to follow... Oh yes. I rewrote the entire thing into one C# script so that I didn't have to play hop-scotch trying to get it to work. Now if this is how the magic of grouping assets works then I'm not impressed.

    Furthermore, every single time Unity comes out with a new version, half the games that use it break. Read some of the dev blogs for games that use Unity. They consider it a major accomplishment to upgrade their code to the latest Unity version and those that don't succeed end up reverting back to a previous version. And that's damn near every version that Unity releases.

    No one game engine is going to create every conceivable game. And even when you do find an engine you like, it's going to take some creativity in order bend and shape it into what you need. Many times, you'll be working with the limitations of the engine itself. Finding ways around those limitations and still accomplish your goals is what creating any software is all about.

  • You may not believe this but last year I walked into a local company to fix some computers and in the back was this machine running Windows 3.1.

  • Having worked a lot with Unity over the years I can definitely say that C3 is not Unity. You are not going to put together a game like Rust in the C3 environment. And like any IDE, it has it quirks and peculiarities. But, C3 has it's benefits. To put together a game and get it to market you're not going to spend 2 years just learning the interface, nevermind C#. C3 fills a niche market primarily focusing on games that can easily be run on the limited resources of a cell phone or inside a browser. The other engines you referred to like Unity and Unreal, while they may do it, would struggle to trim themselves down to run on some of the hardware that C3 would do with ease.

    They all have their benefits and downsides. You just need to figure out if any engine can create the game in your head in a reasonable amount of time with a reasonable amount of effort and support the widest variety of platforms.

    Good luck.

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