Aphrodite's Recent Forum Activity

  • I always saw that, due to the heavy part of game design, thinking a game is already quite necessary, and I see that concept being more about reducing the time, knowledge and money necessary down in the largest way possible.

    So to the question, I would say that:

    -Not everyone would create their games even with this, as it is still a pretty daunting task to actually know what to put in the game so you can enjoy it, and everyone can too.

    -Those who would use that potential technology would be more on sharing content too, which can be a good thing, as we would see a lot more of game design discussions rather than programming ones.

    As for "game thinkers", I kinda call that a game designer in a way, just with a more direct approach, but in a way this question is more "if anyone could do a game easily with no actual effort being done, would they do it?", which is basically confusing as they would still need to decide what to put inside, so an interesting question but I am not sure the actual answers are really worth it.

  • Aphrodite Thanks for clearing that up. After the whole UNITY not working on the web on Chrome, I was afraid something like this may happen to C2.

    Yeah, the unity plugin was disabled in chrome (actually, every plugin using the Netscape Plugin API was disabled (Java, Silverlight, Unity web player, etc..), flash in chrome uses the Pepper Plugin API, thus is still useable though, I think this month they will be disabled for good inside chrome, with no flags to turn them back on).

    Construct 2 never relied on any browser plugin for its html5 exporter to prevent those sort of things from happening, they did rely on third parties for wrapping games inside executable files but that is a different story alltogether.

    That implies that the actual webbrowser is doing all the work of the game, instead of simply displaying a window with another program doing everything, and since browsers have different engines, the result can vary from one to another more than with using a plugin (plugin that can (will?) be platform specific anyway or will be disabled for x or y reason).

  • I also found this great news about Chrome and no longer supporting

    Java

    https://java.com/en/download/faq/chrome.xml

    Actually, C2 games don't require any plugins to work (no flash, no vlc, no nothing, that is also true for java, the java plugin is not needed, and AFAIK never was), as they use only javascript (which is totally, completely unrelated to java. I know, the names seems to fit just perfectly and that would imply they are directly related but no, it is just that the names look the same.), however java is required to run the minifier, but that is, again, not related to running the final game, it is just that C2 needs to run a specific java file on export if minification is enabled, and java is not required for the actual person that will run your game.

  • try disable minify script? see if works ... if not.. there might be a event sheet problem.. or a file in your game that will just take a bit longer to load.. which can seem to be stuck at 70% cause your bandwidth is to slow.. i had similar problems lately... was only a bandwidth problem for me... not sure on ur side

    The NW.js exporter exports all files in a way so an internet connexion is not needed, so bandwidth is out of the question. As for the event sheet, it is also out of the equation as this is about the initial l8ading of the game which will load things up but won't interpret them (unless maybe a custom loader is being used and cannot load, but I doubt it)

    I think I saw a similar issue in the past, will try to find it again.

    I think I found it https://www.scirra.com/forum/how-to-node-webkit-for-linux-and-mac-2015_t127201

  • It is (and was) only availiable to recognized wiiu developers, which afaik can only be done by filling a form and waiting for Nintendo to awnser positively to the demand.

    I am not a wii u developer so I am not as precise as others may be.

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  • I remember playing it on the old arcade!

    My only real complain with it is that it is almost playable with a touchscreen but not quite (unless that is also true that you can't just drag it with the mouse and have to click around until it works, I know that touchscreen for web games is not yet a standard but for a game like I see it pretty much fits). And it is quite repetitive (different sizes perhaps?).

    While as a game, it is pretty much ... weak, I can see that being a minigame in a sokoban (since sokoban is about moving packages to designed spaces... I guess that could work out, and yes I have that weird sokoban obsession too).

  • As far as I could gather, cocoon (by that I mean canvas+ for android (?) and webview+ for iOS8) gives the best resukts performances wise, but (canvas+) can be a bother sometimes due to compatibility with C2 issues.

    Crosswalk is chrome for android, it just is, while it is also possible to use cordova plugins for a lower level control of the device, it is not a really powerful solution as far as perfs goes, and it adds a fixed size for every single project, even the tinyest one (basically adds the chromium engine on top of your game) however as far as I know it is completely free.

    Cordova (and phonegap) is basically having your game run in the device webview (although in iOS I heard issues were presents, you will have to search about that), jnder android lollipop, it is not good enough, under iOS8, it is not good enough, however there are quite a lot of plugins to add functionnalities.

    Ejecta, I am not sure it works with C2 anymore, I though it did not but I could be wrong, I still think it was not as good as webview+ on iOS8.

    I talk as someone who does not use any of those solutions (actually I kind of think wrapping a C2 game in those is stupid and using C2 only to go to the web export is the way to go, but that's just me), so the informations may not be up to date.

    All of those solutions can be used with in game advertisements, even though I don't know how or if there are issues.

  • Tekniko not sure it is actually possible to test out of the box with nw.js without a license (I could be wrong about that), with nw.js being a standalone chrome, if said issues affects all browsers on this machine it can be expected than nw.js will also have the same one. (Plus the fact he did not precised that nw.js was his target platform, if the issue occurs for its customers too, well, that is quite important.)

    PS: I should really find a way to not repeat nw.js every 3 words.

  • No Ogg files means the editor won't see them, it is strangely not a bug but a design choice, ogg is the main format C2 supports, m4a is just a backup in case the ogg file cannot be read by the targetted browser/wrapper, both files are always required for full support though, but ogg is required for C2 to let you select the sound in the lists.

    At least that is how it worked before, unless I misunderstood your question.

    Also no capx to demonstrate which can result in a close bug.

  • Over 10 projects will be pricey for some of the users, but I guess if someone goes as far as doing 10+ projects then they think they will have a return in investment.

    The pricing model of cocoon.io was actually a question that was unawnsered for quite a while it seems, nice to see they decided it finally (even though I never used their services).

  • It was removed a while ago, I don't remember the exact reason (I think they were broken), since then, I did not saw any news about it.

  • Can you not download the license from your account here on scirra and try that ?

    I am not to sure steam account holders have that, but I can download and import my license from: Scirra store >> bottom left, your downloads, then in this list is my scirra license, which I can download.

    Steam licenses are NOT compatible with standard licenses, which means the steam license cannot be downloaded from scirra, and vice versa.

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Aphrodite

Member since 20 Dec, 2011

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