AirConsole HTML5 Game Contest 2016

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Post » Tue Feb 23, 2016 11:30 am

Message: end3r can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hey there, I'm co-organizing an HTML5 gamedev competition with AirConsole - you can win 1500 USD and the Construct 2 Business license for implementing AirConsole's API in your game. The API allows you to use your smartphone as a controller and play the game on the computer or TV.

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Compo URL: developers.airconsole.com/#/competition-2016-01

There are also 10 runner-up prizes worth 100 USD each. The games don't have to be new, you can use any existing projects you have, and there's Construct plugin for AirConsole's API available. You keep all the rights to your games, and if the game is good enough it will get an extra promotion through the store.

Feel free to jump in - the deadline is March 3rd. Let me know if you have any questions.
Last edited by end3r on Thu Feb 25, 2016 12:23 pm, edited 1 time in total.
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Post » Tue Feb 23, 2016 12:09 pm

* Moved as not C2 specific
If your vision so exceeds your ability, then look to something closer.
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Post » Fri Mar 04, 2016 1:05 pm

The contest deadline was extended to March 20th.

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There are only a few submissions so far, so if you submit your entry you’ll have a huge chance to win those, plus you’ll probably get a guaranteed 100 USD bonus for one of the top 10 mentions.

Compo URL: developers.airconsole.com/#/competition-2016-01
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Post » Fri Mar 04, 2016 4:13 pm

Allright. I took a look into the details, API etc.

First of all AirConsole looks very promising. It's really cool! Even though local multiplayer is not so popular as it was years ago, this technology seems to be able to turn the time back in some manner ;)... and it gives us (C2 developers) one more platform where we can build very interesting games (cause this platform needs a specific approach) and monetize them.

Regardging working with C2. For now there is an option to build only the screen part with C2, and the controller part has to be made manually (coded). I know there is a controller generator, but that is very limited if you don't know much about coding (and most of C2 people don't).

It would be absolutely outstanding if you guys could make some official agreement... what I mean here:

1. AirConsole Team: extend the C2 plugin to be able to send data from controller to the screen. That's basically just a send message, so your part is easy ;)

2. Scirra add an official export to AirConsole. This would be basically an HTML5 export but would have to cover an option while exporting to pick the screen export or controller export (the difference between those two is actually trivial). In this situation we would be able to build a C2 app for the screen and a C2 app for the controller separately which will give us a possibility to build nice fancy controllers with animations etc.

So the AirConsole export would have to separate C2 data files into subdirectories basically so the output would be something like:

For AirConsole export (with screen option selected)
Code: Select all
gameDirectory/
   screen.html  //this is just a renamed "index.html" with changed references to the libraries etc. to "screenDataDirectory/*" instead of "./*"
   screenDataDirectory/  //here would be all the C2 data files except the index.html


For AirConsole export (with controller option selected)
Code: Select all
gameDirectory/
   controller.html
   controllerDataDirectory/


And the final output would be
Code: Select all
gameDirectory/
   screen.html
   screenDataDirectory/
   controller.html
   controllerDataDirectory/


As I believe the renaming index.html to controller.html (or screen.html) is trivial to do, I don't know how much work to do is to change all the files/libraries dependencies so the main html file would search for the data in the subdirectory.

I took a quick look into c2runtime.js and I see there is no "path" variable, everything is being fetched relatively from the "./" folder, so it won't be just a matter of changing the variable. Anyway didn't go into details of this (huge ;)) file.

@Ashley could you tell if this is something that could be done with relatively no effort or it's pretty much of work? Or maybe you can give some hint's how to do this manually? I mean if there are just several places to change like:

Code: Select all
var datajs_filename = "data.js";

to
Code: Select all
var datajs_filename = subDir + "data.js";
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Post » Sat Mar 05, 2016 12:06 am

Allright. I've spent several hours playing around with AirConsole and C2 now.

There seems to be bigger problem. There is a very limited controller support in C2 AirConsole plugin.

Basically C2 AC plugin listens for "message" key with the specific value. So you can set only "states", but you cannot make an action based on some generic parameters (like joystic move, degrees, cords etc.).

AirConsole controller generator does not send "message" key at all. It sends various keys depends on the controller element you pick. Let's talk about Joystic.

By default it sends something like this
Code: Select all
"touchmove": function(position) {
          airconsole.message(AirConsole.SCREEN, {
            "joystick_left": {
              position: position
            }
          });
        }

So as you can see the message key is "joystick_left", not "message". So it is not possible to grab this with C2 AC plugin.

Now even if we set it to
Code: Select all
"touchmove": function(position) {
          airconsole.message(AirConsole.SCREEN, {
            "message": {
              position: position
            }
          });
        }

...we still cannot grab it, because in C2 AC plugin you need to specify the value you are expecting. It is not possible to specify the position, because it is generic, so you cannot grab it.

What works is (C2 plugin can grab)
Code: Select all
"touchmove": function(position) {
          airconsole.message(AirConsole.SCREEN, {
            "message": "move"
            }
          });
        }

... but this is obviously useless, because we need a specific cords here.

So for now usage of AirConsole plugin is very limited, and still you have to code the controller.

I already sent an email to AirConsole asking if there is any way to grab generated controller data with C2 AC plugin. Would be even enough if this plugin had something like "On any message recieved" then we could parse the message in C2 at least.
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Post » Sat Mar 05, 2016 3:10 pm

It looks like I found a workaround. In C2 AC plugin you have to set condition to On Message is "AirConsole.Message", and then you basically grab the whole content of the message and can parse it.
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Post » Sat Mar 05, 2016 9:04 pm

I don't get it, It's have to be Local multiplayer in game for this platform?
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Post » Sun Mar 06, 2016 12:24 am

I'm not sure if it must be local multiplayer, but AirConsole is fun simply because of that so I believe at least two players are recommended for the contest.
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Post » Sun Mar 06, 2016 12:36 am

Is there any AirConsole plugin for Construct 2?
~Everyone can make GAMEs~
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Post » Sun Mar 06, 2016 1:29 am

There is plugin-airconsole-local-multiplayer-for-your-game_t167377

However it's like an alpha stage plugin. You have to do some tricks to make a use of it actually. And the controller you have to code manually anyway. So I'm afraid people who are not familiar with web development (JS, HTML, CSS) will have a hard time making one.

Anyway if any of you wan't to try it, I can help. It seems I managed to do fully working workarounds so I am able to communicate screen and controller with generic data as well now.
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