Monday, April 17, 2017

Construct 3 Templates support

Currently Construct 3 is in beta as of the time of this post,

While it is in beta they support construct 2 capx file format it is not perfect in the slightest.
So far  with any of the current versions on scirra's store only Adv menu, Trirectiumo, & 5/6 of the Bo's Small Game Pack sources seems to be working, as AD's , scirra arcade, and cocoonjs plugins do not work.  But all of them regaurdless of how simple say they are lacking some features do to being the free version of Construct 3.

In order to get these working I will have to re-work some code on my old builds, some regaurdless like dreamout is more than likely doomed to face compatablity issues seeing how massive of a project that was. IE 1000+ events. With adv menu being the micro smaller more primitive version of the same thing basically. Keep in mind dream out was my brain child base I was going to start pumping out games with but took years adding additional platform support almost purely vanilla c2. This including platforms like the Ouya which died the moment it was released, and various other now dead platforms in which nearly release from the project were cut or couldn't be released to the public as is, esc...

I can understand why dreamout was a failure on the market front, I was selling code for a bunch of artists who wanted to make games, but they didn't like my graphics that were entirely placement art left up to them to replace. Some saw and bought the projects purely for PC title releases but didn't ever use it, it is really upsetting to me to be honest that I even did many give aways where only a few keys were ever used, and many go unused.

https://www.scirra.com/store/redeem
942K-VS9N-Z2DN-H62X-9X8G
4GHT-NVY6-VJEC-UYHB-J8MA
ZYJ8-4X7S-NSUJ-5RMN-2ABP
737V-3Z3B-G8PR-FVB2-3H6P

;

Basically all I need to do to get it to "work" with construct 3 is remove all ad objects which was for a unfinished feature of hosting ads in your games, and the reason why it went unfinished is I had no method of testing it but I still wanted the bases and options there to enable/disable which you could control with the idealisms of incorporating DLC/Microtransactions to disable said ads for a payment through the services.

I have to say this it converts the projects over quite easily sololy if it doesn't depend on plugins construct 3 doesn't have, trying to port over a plugin can be rather difficult and I discussed this in my last post. C3 Plugins. The key point being it is rather difficult if it isn't just values, but the moment you add parassing conditions well poop.

I mean I made these projects for people to use, I tried to get a little money out of them by charging maybe 1/5th of what my competitors were doing but what they were doing wasn't the same. Pretty art work very little code. My art work was ugly as sin, but wonderful code. 

Saturday, April 15, 2017

C3 Plugins

Today I will discuss the process of c3 plugins.

Yes Blackhornet created a method of porting your c2 plugins to c3, keep in mind this method isn't perfect, it has to gut the editor and shared script in your c2 project and in doing so it leaves out paramaters. And many of your actions, along with that there is some refferensing issues as it doesn't port all things properly. I began porting over my dbop plugin for date, & time condition testing.  The first thing I noticed was in black hornets porting process several old conditions that referenced {0} no longer could, and many that didn't were required to do that & {1}, which just created a mess in the editor. Now black hornet warns users about this so you can't really be mad at him. He did a good job in getting the inital setup for a c2 to c3 port, but it should be left up to the programmer on weather or not they want their plugins on c3 and make the effort themselves in porting. Hense why I tried with my more than likely smallest c2 plugin of all time.

Pre-programed Holidays didn't make it in the porting process strictly from it all. Also the actions to set bday and aniversary I felt were useless without the ablity to test for holiday properly. Damn no labor day for you without you using either ternary operators or nested conditions.

Well the mistake I made when starting to attempt to make a c3plugin was using winrar on the folder itself, it added to a sub dir.

So the way to fix this with winrar is to make sure you select all the files within your plugins root dir then make sure you click on the .zip bubble and then instead of have it end in .zip name it with a .c3addon done.

I herpa derpaed like this for some time over looking eveything else.

To be honest if you want to port your c2 to c3 plugin it really isn't all that hard if you have notepad++ or bluefish. Just make sure you download the c3 plugin sdk for refference, it has a basic small plugin in it. You can re-use your c2 runtime how ever. You will have to figure out parsing because I am not sure on it, and would like to know how to but yeah.... Also actions...

My time date plugin for c2 is making it's way over to c3 via mentioned blackhorents porting tool, it is simply enough to work without either actions or parsing(drop down menus). Once I work out the kinks I will have the .c3addon posted.

Speaking of .c3addons, there is no file structor like there was with c2 info data for c3 plugins. Meaning you just zip it at the root of the plugin, and rename the plugin to .c3addon extension. Make sure it does not place your plugin into a sub directory, all your main plugin files should be located at the root so it can install properly. A error in you plugin will require you to wipe the cookies and cache of the construct 3 editor website. If you are using google chrome bookmark chrome://settings/cookies
It is your best friend and only savior for plugin errors, which clearing this will wipe all work and progress so keep in mind to back up your work onto your own computer some how.

Also it will uninstall all plugins, so you will have to re-install any and all, and the only way to resolve your plugin errors is through trail and error unlike c2. Hense why it is taking me a longer than this post to release a c3addon for a date object value grabber basically. 

Thursday, April 13, 2017

Tile maps Construct 2 & Construct 3



Understand that basically all c2 tilemaps are is a sprite sheet without animation. Meaning a series of images. Now Construct 2 tilemaps do not support animated tilemaps on it's own. Meaning sprites are very useful for these animated objects. There are a few work arounds people have come up with other than sprites, but it kills performance all the same. Which can be a drag.

Now when creating a tile map you have to think of widthxheight for each tile. Example: I made one with 64x64 images. Keep in mind if you want to improve performance and have no transparent textures consider using index color mode even if you don't remove colors at all it will greatly improve performance by lower resource cache as the image size will  be lower, freeing up more memory. More importantly it removes the need for over redundancy of creating more objects.

Now for collision don't worry about tiles that have transparency within them, the only thing you need to do is setup the collision polygon shape up for them. c2 does not auto setup collision on tiles like it does with sprites. Meaning all you need to do is click on the polygon icon in the tilemap pannel within construct 2. Speaking of the tilemap panel it supports: flipping, mirroring, and 90 degree rotations.

What mirroring, flipping and rotations mean for you is you do not need to create multiples of the same tiles. Unforchently the object tilemaps does not have a angels property, this is a downside, meaning you can not rotate the entire tilemap at a angle based off the player, which means the behavior rotate, and phyics will not work how it is intended. Physics will need to be applied to it how ever if you have objects with physics if you want them to collide with you tile maps.  You will just have to make them unmovable, and with non-solid tilemaps you will just have to disable them by the instance if you want to repeatedly use the same tilemap for background as foreground.

If your asking yourself about construct 3's polygon button in the tilemap editor panel then simply double click on the tile and it should popup the polygon editor button for collision.

Larger tilemaps will consume more memory so splitting the tilemaps into multiple tile map objects can help. But only when it is necessary. If you want them to have same code and behaviors and values, I suggest applying family grouping to your tilemaps and referencing that in your event sheets.

Tilemaps are not perfect how ever, they lack animation, they act as a singular object rather than a grouping of them when behaviors is applied, and you may need many of them to do the tasks of tiled backgrounds and other object types. But they are rather useful. You won't be making a sonic clone with only them. IE if you apply opacity to a tilemap it will apply it to all, which can be a good thing but also a bad thing. Ex: Windows its bad for, front walls like going inside a building Good use of opacity.

It all depends on usage and you don't need to keep it square thanks to collision polygon mapping.
You wont be making a sonic clone anytime soon as it lacks angles, you see creating a sonic clone would imply you are able to change the players sprite angle based off the surface he is on's angle. Now yea I know sonic was made with tilemapping but construct tilemapping and sonic are different  and how collision is programmed in sonic  is massively different. Yes I am aware you can make it based off triggers, and other objects but like I said you won't be doing it based off tilemap objects without them. 

Wednesday, April 12, 2017

Retro pie and the long list of problems


Retropi N64

Gee you might be guessing why I am making this post, and well it is because retro pie is rather difficult to actually use.

First of off, getting it onto a SD card is easy as easy can be, I'm not saying this is hard even in the slightest, just download program, run program, download retropie's image file for your pi and load image on to sd card, done.

That's simple as simple gets. No no no no, it isn't that.



It's just about everything else.
(Read the bottom for a update on this)
You see it uses multiple different emulators, first it uses Emulationstation for it's main GUI system, you see Emulation station is good, up until you get into the configuration settings. You see Emulation station lacks the ability to select which emulator you want for which system and on a system that has 2-4 n64 emulators it would be nice to be able to select which one is the most compatible with your game, like IDK Zelda(either one), or Banjo(either one), in fact mupen64plus by default(which is the one it runs by default), Lacks compatibility with just about any 3d game I've tried for it. ALMOST EVERY GAME on the N64 is 3D. This isn't where the cake ends, you see you'd think you'd be able to mess around with the settings for the emulator, and sadly you would be very much mistake. You can not select what video mode(most crucial part of getting a n64 emulator working) to play your game with. Emulation station has no settings options for this, no you have to go into retroarch supposively. Which refuses to load any cores, and refuses to download any as well. Now keep in mind I have had a harry past with Retrolib on their notions of what GPL3 contained which inheirits the licenses to all works filed under it and included with it. Which it does, but this is retroarches claim to fame over the hyperkin attrosity known as the retron5. You go into any other configuration setting and it is basically just asking for resolution of screen, shaders, and controller options. Which you will need.

What people want out of a emulator is it to work, and to be able to play games, retro pie's one big claim to fame is N64 emulation, and with a pi 3 b it is damn near impossible due to the pi 3 locking its clock rate. Apparently pi 2's are not having this problem but pi 3's are supposively suppose to out perform them but clearly that isn't the case, when you are greeted with a entirely transparent except for a outline of everything. No it's not wireframe it is the polygons attempting to render but something horribly going wrong with them kinda but not really rendering properly.

Now I have tried other things like the homebrew home made zelda games you can download for free that just rip assets from Link to the past. But they at first don't render properly either, they show up in like a windowed mode of 150x95 or something of the sorts and you have to find the full screen button which I only found by pressing all the f keys but f4 & f7 I think because those have different functions within the OS it self. Terminal for f4...

Keep in mind your controls may not translate over into ports of games to the actual unit. Example, duke nukem 3d will recognize you have a controller, it will work to some degree, but it won't always work IE xbox 360 controller needs additional configuration outside of what emulation station provides, it does not duplicate and convert your controller conf into something readable in games, only specific emulators.

I've read a lot of tutorials on how to fix problems and retro pie patched out solutions to problems.... So yeah... No way of running mupen64plus in glesrice because the moment you try to do that doesn't recognize mupen64plus.... nor any other emulator for that matter... Because nothing is softlinked in the bin folder.....

Gameboy emulators work, so does nes, and the various ports don't work exactly ideal and still require kb/m which is understandable for some and others are just completely odd and unnessarily and gamepad support could have been added in. IE Doom and Duke Nukem menu system.

Update: I found out how to get into the settings and change the video modes, you gotta press A on xbox 360 controller and spam it while the rom is loading. They really should add something stating this.

Any ways this video helped me out:



UPDATED VERSION:
So now that I found a fix to the orignal post I think I will composite a list of actual issues....
I will keep the orignal posted content there how ever. With a skip to read this.

3: Emulation station input issues

Emulation station is nice, it's input asignment can be flawed.

Example: With certain controllers it will either do one of two things:
1.Not register certain buttons at all
2.Register the button is being held when not so it skips on input configuration.
Both was the case with my ouya controller which doesn't have enough buttons to map them all out but seeing how ps2+ is the only ones that use the stick buttons it is really obvious what to do in that case.

And yes I actually do use it, I enjoy how it feels in my super massive hulk hands well over the feeling of any controller by far.

2: Overclocking in Rasp-config option is useless for Pi3

Pi3 users will find this option to be a tease as overclocking is disabled on pi3 for warrenty purposes. But hackers don't care they will get around this and have, every time they update the system and try to lock it down more, yet another image build comes out with it being overclocked. Along with that a series of tutorials. So it is rather useless for them to be putting in all this effort to prevent something regaurdless of what they do the hackers will get around weather they want to or not.

1. Retroarch crashes, a lot
Using retroarches menu system and you will more than likely crash, sometimes it comes up after exiting a game, sometimes not. But when it does come up you can bet your bottom dollar it will crash soon, espcially if you attempt to navigate through their menus. I wouldn't expect a fix from libretro, and actually I would be surprised if they tried to cherry pick and try to dismantle to dismiss what I said here as they have in the past.

Friday, April 7, 2017

Raspberry pi 3 with case Raspbian Review


On getting this device it had a prebuilt image on the built-in SD card for ThinLinx which was trailware for 60 days.  On attempting to install this, I ran into a problem with their RDP server, so I opted out of this, and went strait for their Raspbian distribution. Which is much more worth it probably.  Keep in mind all pi's have ARM processors they need ARM build projects to work, in other words stuff not written for ARM processors will not work with the Pi.

But there are many issues with Raspbian,

The first I noticed was when I tried to sudo apt-get install mupen64plus. It didn't work due to dependencies not being in the repository. So then I tried to install it via "add/remove programs" application found in the start menu. Didn't work. After trying it the offical raspbian way of git cloneing the source from github I tried building it, failed, I tried installing the broken build just in case it was some stupid error like unused varibles putting it to this failed status, installed but no GUI system, so then I tried launching my Banjo via terminal and it launched the application but no video would display, several error messages appeared in the terminal, so then I gave up on mupen64plus.

In this attempt to install mupen I did come across a lot of people saying install retropi, but I have no spare microsd card.

I also accidently removed the quick launch applications menu that was useful and have been unable to put it back in the panel. I just wanted to remove items that were uninstalled from it and add others and it removed the whole thing.

The next issue I came accross was bluetooth was not working, I tried all the methods I seen online to attempt to fix it, all of these solutions are 2 years old and since then Raspbian devs claim they fixed this issue, but bluetooth is entirely non-functional. Doing the bluetoothctl will not allow you to type after, installing bluez and all that does not work either as the bluetooth manager will claim you either don't have bluetooth or the service isn't running, attempting to mannually run the service will bring up a failed error, in which google searching that error brings up nothing. So I am also lost here.

Out side of that do not even attempt to run extremetuxracer, it requires more resource than the pi 3 can offer.

I have how ever done quite a bit with the machine within raspbian, that I do like mostly programming, and scripting, with a few office documents made. But despite having the C++ compiler built in it does not have a C++ IDE other than text editor, which is very handy yes but lacks the automatics. Also I'd like to mention it really isn't a IDE for C++ but a text editor.

I would how ever recommend this device to linux enthusiasts and gamers only if they install retropi. Retropi seems to be well far more supported than raspbian on its own.

It may be perceived as negativity here but these are real issues I am having with the Pi, I'd love it to death if not for these issues, and honestly most of the issues are with raspbian.  So keep that in mind.

(Later Edit):
I have tried porting several of my construct 2 games over, and chrome web apps don't work properly for some odd reason, so I tried nw.js which has a pi build but the instructions are poorly worded and their example works but I can not get the builds to work. I am not sure if it is because the pi port option doesn't allow for construct 2 games.  Either way I am sure I will eventually find a way but then again construct 3 may offer better support options here as it is already out in beta form. But I have not moved over to it due to the lack of ablity to port games that depend on plugins, and I have not quite figured out the porting process of porting plugins to c3 from c2.

Saturday, April 1, 2017

Portal 2d: Chrome edition Runs like a sloth

Well vidme seems to work very well quickly and I am likely it much better than youtube, I will try to find a way to work it into my site better than this. But Here is portal 2d, it doesn't run well with my screen recording program how ever.

Vidme Review

Vidme Profile Pic for mine, they offer gif support.


Currently I am looking for youtube alternatives, and someone had recormended I try VidMe, a ad free one that escapes this evil montization program options. Which I am all for despite having ads on here via google services. I been trying to think about renting ad space but to no avail to the people whom I want to so I may be just giving it out. As for Vidme it has many of the same services as youtube but many match what we saw before google bought it out. So I like it a lot, they have a tip service as well which means if someone likes the video they can tip you. But unlike youtube it's audience is much smaller, and the content is kinda scope of youtube re-uploads.

The community ranges from pernod to off the walls death threaters, tearing each other a part is common on the site with content creators doing very little to no interacting with their commentors many I do believe don't even take a look at it, despite hyping it up. The community is mostly people like me who hate the ad revenue system google has in place, but instead are for a tipping system like itch.io but for videos instead of games.

I really wish it would do better as it looks a lot like old youtube use to before getting screwed over by the ad program, where we have everyone trying to make videos and none of them are unquie in the slightest. Even the big ones are just mirror copies of each other, it's soulless. Has little to offer.

Vidme outside of that really needs content creators that take the platform seriously. Most people don't realize when you upload a video to youtube often your videos are stolen and reuploaded else where commonly, and dumped on to other sites to generate ad revenue for those other sites. All this done through bots for maximum effectiveness of profit. Vidme isn't like that sure a bot downloader could be turned onto it but the likely hood of it is lesser.  

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