Nintendo Wii U Exporter

Discussion and feedback on Construct 2

Post » Wed Jul 10, 2013 5:12 pm

I think I will be in trouble if it doesn't support WebGL. There are parts of my game that really need the horsepower to get by. Plus I'm using shaders for certain parts to give atmosphere.
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Post » Wed Jul 10, 2013 7:01 pm

[QUOTE=Ashley]Only CocoonJS/XDK have been problems in the past since they didn't even do that in canvas2d mode.[/QUOTE]

Oh, that explains a lot. Thanks for the info.
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Post » Wed Jul 10, 2013 9:47 pm

First of all, @NotionGames and @Ashley , you guys are my heroes! :D I have my game now almost feature complete and I started to talk with Nintendo a couple of weeks ago. I was thinking about to port it for Unity 3D because I don't have any idea about the C2 performance on Wii Um or even if it would be possible.

@Ashley , if C2 will have an exporter, it would be REALLY great and save me a LOT of work.

Btw, you guys can see the gameplay footage of my game here:


http://www.youtube.com/watch?v=ccNwErfBUBk

and here:

http://www.youtube.com/watch?v=UABmvx5oL-I


There is no music yet, but very soon I will start to publish some material and things like that :)


arcgen2013-07-10 21:51:17
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Post » Wed Jul 10, 2013 9:54 pm

Other thing that there is nothing to do with Nintendo. Could you guys make a Tutorial to teach how to export for Ouya? I also would like to port my game for Ouya :) I don't have the console yet, but as soon as I know how to run C2 on it I'll buy one :D

Is there any material about how to run C2 on Ouya?
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Post » Thu Jul 11, 2013 12:27 pm

@NotionGames, sure I have a ton of questions, but I will just ask two. I am guessing that all your sprites and backgrounds originated as vector gfx. Did you use Flash or Anime Studio/Toon Boom to animate them?

I like the mix of frame rates for the character sprites, a bit the like traditional cel animation where you would animate on ones(every frame) for fast motion and then on 2s,3s, or 4s for other shots. Did you have a rule of thumb for what fps you used for specific things?

cheers...zendorf2013-07-11 12:27:56
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Post » Thu Jul 11, 2013 9:53 pm

Well even though Nintendo isn't a technophile company, they've been to support things surprisingly. I know how console browsers have lagged behind majorly, but I do think there's hope that they'll have WebGL support within a year if not at the get-go with Web Framework. (Especially if devs request it)
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Post » Thu Jul 11, 2013 11:03 pm

Your game s looking good! Hope for a wiiu exporter
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Post » Fri Jul 12, 2013 5:08 am

@arcgen: CocoonJS is/will soon handle the export to Ouya, so as far as exporting from C2 it's very much like explained in the tutorial on how to export to cocoonJS.

For the export on Ouya itself, you'll have to scout for when Ludei handles it (there will probably be informations about it in Scirra's forums/tutorials/manual as well anyway).
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Post » Fri Jul 12, 2013 10:18 am

Thanks @Kyatric! I'll need it very soon :)
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Post » Fri Jul 12, 2013 4:01 pm

notiongames & arcgen I'm really amazed that you had so much confidence in C2 that you built this high level of games all in c2!

i am really curious to see how levels/assets are loaded and handled, because as far as i know there are no specific commands in c2 and all is loaded either at the start, or as required on the fly automatically.

even though i think these games would work great on pc & mac, i have my doubts about the high fps on ios or android, not to mention wii.

but let us know how things turn out.
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