Vilehead's Recent Forum Activity

    Ads and IAPs are beyond me for c2 (and Godot...!). I only learned how to program (I am still an amateur!) by making plugins for c2 - all of the concepts are translatable to other engines, and I only chose Godot over Unity because it's way easier to learn because the interface is simpler.

    I can only recommend you do a forum search for cocoon.io advice - it's almost the same as phonegap (zip up your export and import it into cocoon) but it's been a good while since I experimented there. If your games don't require moving action scenes then phonegap will suffice for mobile for sure.

    A cross platform alternative for NWjs can only be Electron (which I have never used and it looks complicated for a non-coder) - so you might be better off waiting for a stable NWjs branch (or use different versions for different platforms?).

    Ahh bummer If I could just time travel and pay that money on native programing... After so many years - even a dumb monkey like me would be able to get the job done. About cocoon - I heard its kind "unsupported" with new C2. MEaning I would have to revert back to some old builds for it to work. and something more but I've forgoten what... shinkan ? Can you correct me here?

    Irbis,

    I'm sorry to hear about the rough time you are having. I do HTML5 work pretty much exclusively now, and the last time I packaged stuff up was with Cocoon.js two years ago. I have two possible suggestions:

    1. Have you tried creating a blank xcode project, dropping in a WKWebView or UIWebView, then loading the game as a resource in the webview? WKWebView should give you close to the same performance as iOS Safari.

    2. If you can wait for Scirra, they have promised to get the mobile Build Service working for C2 projects as well. I'm looking forward to trying this with my most recent creation.

    Thx for the kind words buddy (one of the first in this thread ).

    As of point 1 - sadly I have no idea what those things are. You mean via Intel XDK?

    point 2 - if Scirra could estimate the time then maybe yeah. But their "We're working on it!" means anything between a month and a year. And when I maybe (just MAYBE) would be able to stretch the line for one month - I cannot do this for a whole year. And there's also no promises from their side that it'll be working as intended.

    As I've said - PhoneGap sounds very nice and project loading is literally instant (when compared to Intel XDK at least) but I have no idea how to setup the settings to fit my game, beside the defaults. Would you be an user of PhoneGap by any chance?

    Wrapped JavsScript will always suffer from lower performance -if- the wrapper tries to be a full browser instead of it being a performance optimised game engine. GPU bottleneck might be the cause in some cases, but in my experience a wrapped c2 game will always perform worse than one that was made in another game engine. There are no magic answers - all users of even the top game engines have to consider hardware limitations. It's just that c2 adds a layer of complexity (the browser) that is not optimised for games. Of course, here's the data - try out a simple bunnymark test:

    c2 capx

    godot engine bunnymark

    get godot here

    I tested on a desktop (i5 16Gb HD4000, NWjs for c2 export) and mobile (Nexus 5X, Phonegap for c2 export); when the FPS dropped to below 55 I considered the test complete. Results:

    Godot desktop: 2200 bunnies

    Godot android: 750 bunnies

    c2 desktop: 1450 bunnies

    c2 android: 420 bunnies

    Irbis - I am sorry for your plight. I can only suggest you try cocoon.io and Electron as alternatives for mobile and desktop respectively. I've not tried Electron (I hear good things about it, though) but cocoon.io was impressive the last time I checked.

    Bloody hell! This is both amazing and sad )

    The problem is - I am not a true programmer and sadly - I probably will never be so I am kind a stuck with Construct 2 or another "visual programming" framework.

    Do you happen to know a tool or a tutorial ("for idiots" version please ) that would convert HTML5/C2 projects to mobiles and/or desktops with all its goodies? On mobiles Ads and IAPs are must-have. On desktop - Steam API.

    EDIT:

    Also, this is freaking awesome.

    And single best feature of this forums

    Dude, this is not court. I don't need evidence. I am coming here with a problem. You want me to prove that ?my problem is not real? Really??? If there wouldn't be a problem - I wouldn't be here. I really have things to do you know. Sitting here and proving something I really don't need to prove is not a hobby of mine. And here you come - not helping. Not even willing. So yes, please - ignore those posts if you have no good will to actually help anybody. Because sorry - I am not sending an NDA material to a stranger on a internet forum just because he wants it. You are just a user. Yet you act like wannabie moderator or admin. Why the heck you even came to this topic? O.o

    You know what I expected to see? What I hoped for? Someone saying "Irbis, you are wrong. And here's why:"

    And then providing me with a nice working tutorial for a mobile export that you know is working (you know something that isn't outdated or unavailable right now).

    Or maybe a nice lifehack of how to make Desktop exports work on Linux or/and Mac. I don't know. By maybe some extra .bat file or some other magic I might not be aware of. That'll be help. That would be helpful. But no. You come here to complain about other people complaining (But looking for a fix).

    Am I really the only one seeing a problem here? Are you perhaps related to Newt or maybe its an Alt Account of his?

    There is a very nasty group on this forum that always attacks but never really helps. A mini-4chan. Guess I have to report your post too and add another name to the blocklist.

    And its been almost 12h now and still the only helpful post I've seen came... from Ashley. But not really covering all the issues. Wow. What happen to this place?

    Ahh good old Newt. Helping others the only real way he knows by saying GTFO and acting as arrogant as he can

    Your whole post is one big wall of rubbish to the point where I find it pointless to even address them case-by-case. To the point I don't know if you are being serious or are you just trolling.

    No, really dude, all I ever seen you doing is being rude and offensive to other people. All those years.

    Well. What can I say. I think I had enough of you Newt. You could help. But no, no. You come in with that smarty-pants attitude of yours, knowing how to help but choosing not to.

    Okay. I believe your posts does violates some rules and netiquette so I am reporting your post and adding you to my block list, so I won't see you trashtalking ever again. I know at least 6 people on this forums who did that already. Don't be surprised when one day people will stop replying to you Newt. That'll mean that you pissed the last user and had become 100% invisible on this forum. Every thread you visit you try to turn into a flamewar.

    So is the topic "Current Status/Practical Uses of Construct2", or "I can't export to mobile"?

    How about both. As one comes from another.

    >

    > > If the project is really as simple as described and performs as you say it does, you may have found an underlying engine flaw - please share the example.

    > >

    > It is simple but it is commercial. It includes 3rd party copyright material and had been developed for a 3rd party client. NDA forbidden me to share it with anybody not related to the client or me. Sorry. I can't risk getting sued. And as I said - Mac port working or not working is just a small piece of the overall problem. What about mobiles? What about IAPs? What about Ads? What about Steam API? what about the rest of my post?

    >

    I understand what you're saying, but there isn't a client in the world that would be happy with your stated 3-5fps, so the project clearly isn't commercially viable - surely they'd allow you to share it (especially sans assets) with the engine developers if it resulted in a working end product for them?

    The rest of your post still stands, I emphasize immensely.

    Sadly, not really. You have to understand that people in suits don't care. There is no compassion or sympathy in the world of business. There is my name on the NDA. At the same time - there is my name also on a contract that I have to fulfill and I cannot - due to Construct2 exporting modules currently falling apart. The same game works flawlessly on Windows and Browsers.

    I can perhaps defend myself against lack of working Mac port and native Steam API (I will have to spend extra on that Steam Plugin from Scirra Store :\ ) but lack of a working mobile version that I can equip with at least Ads is a deal breaker.

    Many of Construct 2 users are hobbyists but I am using the software for work (which, from perspective of past years was probably one of my biggest mistakes in life and the main reason why I won't be getting anywhere near C3 or anything made by Scirra in the future).

    It means that if Construct 2 went back to 'RPG Maker' category of game engines - then I am in serious troubles. Because I've spent the last 7 years learning and mastering the software. It means all those years had been a waste of time because now I will be forced to drop the software and a fair share of the software-related knowledge/experience and switch to another engine and re-learn everything. Rendering me virtually jobless and worthless on the market of developers for years to come. Because Construct mastery does not transfer to any other game engine really.

    At this point I think I don't need to explain the gravity of the situation and how important it is for me to find a solutions to problems explained above. And I cannot leave this forum without those solutions. Its not my choice anymore.

    For the record - the most urgent fix I need right now, is to be able to export and publish games for Android/GooglePlay platform WITH at least AdMob running and Crosswalk (for <5.0 androids).

    I have the games ready. They're lightweight, done and finished. I have the products. Now I need to deliver the products to the platform. Otherwise, I will have a very nasty situation. How can I do that? Because I assume there is a way.

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    all this is sad but true lol

    if Construct 3 has an IAD and IAP plugin that WORKS without having to call any third party people will be more than happy..

    Except I am using Construct 2 not 3. The only scenario I would even consider switching to Construct 3 is if I would be offered a free upgrade Construct2 -> Construct 3. But that too would be pointless from business perspective because currently C3 offers around 10% of what Construct2 is offering and it will take around 1-2 years for C3 to catch up to C2.

    Anyway - that's not the topic here. I don't want this thread to turn into a "Scirra Hating" and get it locked. I am really looking for solutions not for a fight.

    If the project is really as simple as described and performs as you say it does, you may have found an underlying engine flaw - please share the example.

    It is simple but it is commercial. It includes 3rd party copyright material and had been developed for a 3rd party client. NDA forbidden me to share it with anybody not related to the client or me. Sorry. I can't risk getting sued. And as I said - Mac port working or not working is just a small piece of the overall problem. What about mobiles? What about IAPs? What about Ads? What about Steam API? what about the rest of my post?

    Can you provide any actual examples or performance data? The NW.js exports run great across all OSs last time I tested.

    No idea how would I do that. Exported a very simple game that doesn't use even 1% CPU. Gave it to 3 different Mac users and the game run 3-5FPS at best for all of them. Newest Nodekit version. No WebGL shaders. Besides - what about the rest of the issues? Because Mac export is like the last important one. Besides #2 - if anything is guilty its the wrapper, aka the element you have no control of. And even if its working - its worthless, if there is no valid monetization solution.

    1. Desktops (via Nodekit)

    -Mac port

    Has terrible performance to the point that even the simplest game runs like PowerPoint slideshow/presentation, rendering the game unplayable. So there goes that niche but lucrative Apple audience.

    -Linux port

    Most of the time the game won't even run or run with an error or like Mac port - a slideshow. So there goes the not really lucrative BUT loyal and caring audience.

    -Windows port

    only 32bit (64bit Nodekit is slow as hell and buggy) and doesn't have a native support for the most lucrative storefront on the planet (Steam) because official Steam API plugin is unfinished, buggy and is lacking features. The only way to get it working is via paid plugin from Scirra Store, that is always up2date, has all the features and is bugfree. And its price is like half of the whole Construct 2 price lol.

    2. Browsers/Flash Portals

    The only real way to make money on Flash Portals are Idle Clickers and in most cases that still not enough, you have to add IAPs, do you like the idea or not. And even so - its just a waste to put your game on Flash Portals because it will generate only a fraction of the revenue it would generate on mobile platforms. There is a reason why all the Flash Portals and Adobe Flash is dying you know - because if you are not pure hobbist or Idle Clicker factory - its just not worth it.

    3. Mobiles

    Just died. XDK is no more, PhoneGap doesn't have all the features and there is literally no knowledge base for how to get it working via PhoneGap. It took me a lot of time to get an APK version of my HTML5 game, 48h later I still have no idea how to modify the build to include IAPs or Ads. There are few other options but they are either paid or has terrible performance.

    4. Selling your game to someone else

    Is not an option, because C2. No one will ever buy the source of even a great game if it requires him to deal with 3rd party Game Maker engine that is obligatory if you want to update or expand the game source YOU BOUGHT.

    So. Now what? All those years for nothing? Scirra products were always a headache once you actually finished your game but still - the end result could be called a Game. Now its just a toy. You can make a game with it. Show it to your friends. And that's all. A beautiful car with a great design and features. With no wheels.

    Sounds bitter? As hell. But I am here not to bash Scirra or Construct - I am looking for solutions. I want someone to come over here and tell me that I am all wrong. That I am missing something. Its not about who's wrong or right. At this point I really don't give a damn. All I care about is - finding a way out. For example - a working clone of XDK for mobiles that can be used for someone who is not native programmer. That'll be a start.

    I really don't want to switch engines. Because megaton of reasons. :'(

  • SamRock -- I recall something like this from some other users, this thread might include some clues > https://software.intel.com/en-us/forums ... pic/628753 <

    Also, have you tried building without Crosswalk in the XDK? (Uncheck the "optimize for Crosswalk" button). You might want to set the minimum API level to 21, to restrict the app to installation on Android 5.x and later devices. Crosswalk is not needed for Android 5.x and above. If you export to PhoneGap Build with those settings you'll also get non-Crosswalk build.

    IS there a step by step guide for C2+PhoneGap? Because, honestly... I've spent about 30 minutes and I still don't know what to even click lol. With XDK it was confusing but at least I had buttons to press - now I don't even know where are the buttons. Remember that C2 is a tool for code-dumb people

  • Same as the api.

    There was talk of a 2.0, but it's gone quiet.

    I see. So the basics are functional I presume? Because GJ had some major changes in past months. Was wondering if API had been affected or was it just plain refreshing of the

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