adamcreator's Forum Posts

  • Why doesn't Scirra start its own game-porting service for consoles? Being able to expand to the PlayStation/Xbox(native)/Switch families would finally make the most friendly game-making software in existence lucrative too. The only porting companies I've heard of are "Chowdren" and "Ratalaika", and I hope they eventually get back to my e-mails--busy for Easter weekend maybe--but the info on their websites refers to the C++ translation process as "automatic". I'm sure there's more to it than the click of a button, but the very notion that it's possible--not to mention easy!--to convert C2/3 games to consoles, is enough that I can't help but wonder if Scirra is overlooking a golden opportunity to expand C2/3's capabilities, even if a special paid service is required as opposed to a do-it-yourself?

  • I've read about "Chowdren" and "Ratalaika". I'd appreciate any advice anyone may have about either of them, or if you know of another for comparison purposes, please let me know of them.

  • Has anyone beaten the Xbox One red loading bar, to teach me what to do? I lowered the sizes and quality/resolution of all images and audio, and I can see the loading bar going a bit faster and more confident, but still not enough to beat the red bar freeze, which also eventually turns the screen black and the Xbox has to be turned off by holding in the Xbox logo on the console. How to get past it?

  • How do I avoid a red loading bar and permanently frozen load time when running my game on Xbox One console?

    My best guesses:

    1) Does the fix mostly have to do with lowering the size/quality/number of images?

    or

    2) Does the fix mostly have to do with having a smaller overall file size? (Even if that merely has to do with lengthy background music files as opposed to images? Or can audio files not contribute to red/frozen loader?)

    (Frustrating how weak Construct/HTML games are on Xbox One console vs computer. A game that takes maybe only half a minute to load on computer, doesn't bother to even try to load any further after a short time on Xbox. It's like it has to load quick, or not at all, on Xbox. Very strict window.)

  • Sorry for super-giant post, but I'd appreciate if anyone can even read or answer any small part of it. Thanks.

    1) Xbox: The Creators Collection/Program used to be the best way that I knew of to get exposure without needing to spend money I don't have to advertise, because players would see it pop up as a new Creators Collection game, perhaps particularly if a free demo version is also put out since gamers like free games, but it (seems?) as though Xbox removed the Creators Collection area as of about 2yrs ago?? (Construct games run super-slow on Xbox if at all, but players can just be told to instead play on any Windows device.)

    2) PlayStation: Possible yet?

    3) Nintendo Switch: Possible yet? I'm especially surprised (if) we can't publish games on Switch yet, because anyone who sometimes views the Recent releases knows how many 'trash' games are released on Switch (to see some examples, just look for the ones that cost only $0.99-$1.99). What are they using to make games? It's hard to imagine they know how to code just to make stuff like that. Switch seems so ripe for indie developers if only we could access the market.

    4) Steam: Is it worth paying the $100 Product Submission fee in the Steamworks Distribution Program? I find it odd that this fee must be paid before even successfully being able to submit a game! I think they should relocate this fee to the final step, i.e.: After your game is 100% okay to launch, pay the $100 fee, and it's listed in the Steam Store. If I pay the fee, will I be able to publish my game easily, no problems, no hard stuff? Or are they picky, unlike Xbox Creators Program?

    5) Android/iOS Phones: How do we publish games that are over the 100MB limit/a few GB? Any tutorial for Expansion Files or whatever would be required to get past the 100MB limit?

    I clearly don't know anything about this stuff, but: why can't Construct2/3 just finally export to PlayStation and Nintendo Switch? I know C2/3 is based on HTML, but so? Why not just do what's required to finally export or translate or emulate or what-have-you to those consoles? Well-done tutorials can take it from there, when it comes to things like dev kit or whatever that is, holding our hand all along the way. At the very least, do something with Unity as a middle-man between Construct and the Exporting process? (Although if C2/3 games would run as slow on those consoles as they do on Xbox, maybe Windows is the ONLY viable option for us anyway. I don't know if this would remedy the issue, but maybe something would have to be done about the way C2/3 seemingly loads almost everything at once and always has too much data loaded, dragging down the performance on Xbox, instead of allowing for load times during the game, like other games do.)

  • Anyone? Or should I post to Construct3 forum for replies?

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  • I know we can publish to Xbox Creators Program/Windows Store, but what about each of these?:

    1) PlayStation: Possible yet?

    2) Nintendo Switch: Possible yet?

    3) Android/iOS Phones: How do we publish games that are over the 100MB limit, such as a few GB? Any tutorial for Expansion Packs or whatever would be required to get past the 100MB limit?

    4) Steam: Is it worth paying the $100 Product Submission fee in the Steamworks Distribution Program? I find it odd that this fee must be paid before even submitting a game. I think they should relocate this fee to the final step, i.e.: After your game is 100% okay to launch, pay the $100 fee, and it's listed in the Steam Store. If I pay the fee, will I be able to publish my game easily, no problems, and of course no coding/programming? Or are they picky, unlike Xbox Creators Program?

    5) Any other great consoles I'm missing that will give my game a wide audience? Are "iOS web app" or "Chrome Web Store" any good for exposure, or may as well skip those? I think most gamers use video game consoles or Steam.

  • How do I just have smaller loading times during the game instead of loading the entire game at once at startup? The way games are supposed to do. I assume not possible?

  • How do I include an in-game survey/poll and upload and download the results for the player to see? If possible. So that, assuming they're connected to the internet at the time, they answer 10 questions about the game (who was their fave character, what was their fave chapter, what do they feel the game was most lacking, etc.), they submit it only once, it uploads their answers, and it immediately downloads and displays the % that everyone else answered each question, like a poll. If that's possible. Unsure if a plugin would be needed. Or the Multiplayer plugin? A 'room' that never closes/ends that the info goes to and comes back from? I'm sure I could just have the game link to a url from a free survey service that hosts the questionnaire, but it would be more fun to have it be all in-game with my own graphics, including showing the poll results in-game as well. Thanks

  • How do I stop images/sprite objects from sometimes flipping upside down? You might know what I mean if you see this happen in your projects. But is there a way around it instead of just fiddling with the image's chosen Effects until it shows up correctly? For those of you who don't know what I'm talking about, you can reproduce the issue, for example, by taking any image/Sprite object, copying it so you have one over the other, and giving them these Effects, in this order: Screen, Brightness, Contrast. Then drag the top one all around the bottom one and notice how they sort of flip each other upside down like looking thru a lense that makes everything upside down. I notice that even if I change the order of the 3 Effects until they don't do this, there are times when it still goes upside down, and even does other strange things like funky Parallax moves, when actually run in Preview. Is there a way to avoid the upside down result, or must we avoid using certain Effect combinations that do this, like the one shown above?

  • I'm currently trying this but am still waiting, if ever, for a response that actually specifies what I would need to change, or add, for it to become a 'fit' on Xbox One instead of not, instead of just a generic copy and paste rejection response. I also know that they could simply choose to not give me specifics, and that I can't force them to do so. But I'd love a specific to-do list.

  • I think a fan game can be a great way to gain some fame, even just to use the fan game to then point to "Other Works Also By (Your Company Name)!" which themselves are not fan games, so that while the fan game becomes popular with other fans, they also sometimes click on the link that leads to your other--100% owned--game, and hence it can be a nice marketing strategy. If all else fails, the funniness of the fan game can also be pushed just enough to be parody. Many movies get away with parody even when almost the entire movie is nothing but a funny version of another movie, such as the 300 one, and Vampires Suck, and those Scary Movie ones and Disaster Movie (loved that one!).

  • It looks like Google Play wants you to show your physical address publicly right under your app if you sell it or offer IAPs. If you're just an independent indie developers who can't give your actual home/living address due to privacy necessities, but who can simply be contacted by e-mail if need be, what are your options, or what have you yourself done to successfully give some sort of address that avoids any issues with Google without being your actual home? Such as something that has the appearance of an address, or no address, or some sort of third party address, etc.

  • Thanks for all your help so far! I just want to save the game at the start of each layout, so that if I exit the game and open it again, it loads to that layout. How to do that? The basic System Save and Load options, or something for Local Storage? This is for a native Android app off GPlay.

  • .png

    The images are very small, where backgrounds are 500 on the longest sizes, and character parts are even smaller.