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How are your #CoronaDefoldGame projects coming?
Started by Rob Miracle Aug 11 2017 08:28 AM

34 replies to this topic
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#1

Rob Miracle

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How are your projects going?  Now is a good time to update your itch.io page (or create one if you haven't) and share some screen shots, play video, runnable prototype, etc.

 

We are not looking for finished projects but we want to see your progress. Submissions may get a shoutout on social media and if you've got a cool concept, we may feature you on the blog! So let's get those pages updated!

 

If you have not joined or started your #CoronaDefoldGame jam project yet, there is still time to get started.

 

https://itch.io/jam/coronadefoldjam

 

 

Rob

 



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#2

santiagoluib3

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A work in progress.   But more or less the framework is working and I got two levels to play around, so far so good!  I will be uploading a play video on my itch.io page soon, so long as the build times will be good to me. 

 

I am still having that crazy looong build times... sometimes timed out.   I only get a successful build in about 1 out of 4 tries, and that is anywhere between 5-12 minutes!!

 

https://santiagoluib3.itch.io/heavy-vertical

 

This is a one-man show (I do all graphics, sounds, programming and level design), so time is my biggest challenge! 

 

 

Cheers,

Santi


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#3

Rob Miracle

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Are you including any plugins in your app?

 

Where are you located?

 

What version of Corona are you using?

 

Thanks

Rob



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#4

santiagoluib3

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Hi Rob, 

 

Sorry to mention the problem here (might be an inappropriate thread).  I have posted this issue in another thread.  

 

https://forums.coronalabs.com/topic/69891-build-times-much-longer-after-corona-become-totally-free/#entry364269

 

 

I have done all your suggestions and still getting this problem.  It's very intermittent.  Sometimes I get a successful build (4-5min) though it's very rare.

 

Anyway, to answer your question, I am not using any plugins, I live in Philippines, and I am using Corona 3068 on a Win 7 Ultimate.  

 

Thanks,

Santi



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#5

santiagoluib3

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Here's a gameplay "work in progress" video.   Some fine tuning is still needed and the sounds aren't complete, but you get the idea of the gameplay ;)

 

https://www.youtube.com/watch?v=_WjzR0IEOD0

 

Santi



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#6

Rob Miracle

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That's a good looking game. Do  you have your itch.io page up yet?

 

Rob



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#7

santiagoluib3

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Thanks Rob.   Yes i have setup my itch.io page, but it's currently in Draft mode.  I didn't feel setting up to "Published" until something can be downloaded, what do you think?  Can you (and others) see it while it's in Draft mode?

 

It's here:

https://santiagoluib3.itch.io/heavy-vertical 

 

Santi



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#8

Rob Miracle

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We cannot see the page. If you could make a game play video available, that would be enough to let you publish it. One of the cool features of itch.io is that it supports the idea of developer blogs and showing progress. You can even publish early versions of your game.

 

Rob



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#9

santiagoluib3

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Cool. So I can use the same video I posted on Youtube as a link and I can set it up to Public, yes?

 

Santi 



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#10

Rob Miracle

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Sure!



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#11

santiagoluib3

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Righty!  Heavy Vertical on itch.io, one more time....  :)

 

https://santiagoluib3.itch.io/heavy-vertical 



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#12

Rob Miracle

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Most excellent!



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#13

santiagoluib3

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Posting my development progress (and latest gameplay video) on HeavyVertical here:

 

https://itch.io/t/140381/heavy-vertical#post-268913

 

Cheers!

Santi



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#14

gergely.zsolt89

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Hi,

 

I'm working on a game for the jam, hopefully I can show you something at the end of this week.

 

Currently I'm working alone on this project, and I don't really have marketing knowledge, so I thought a publisher would be a great help. Whatever the outcome of the jam will be, I would try to publish my game. Finally the question: is it possible to have a publisher before or after the jam ends?

 

Edit: Oh, and your game's looking good, Santi!

 

Best,

Zsolt



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#15

santiagoluib3

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@Zsolt,

 

Thank you for the kind words.

 

I am working alone on my projects too, typically on my spare time.   I don't have any experience about getting help from publishers or the procedures involved.  When I launched my first-ever game last year, I only launched a small Facebook ad campaign, running for about two weeks where it got most of the installs for an affordable cost.  

 

If you happen to get more information about publishers I would love to know too  :)

 

I'm excited to see your jam game development progress! 

 

Cheers,

Santi



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#16

santiagoluib3

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Sharing you a bit of progress here:

https://santiagoluib3.itch.io/heavy-vertical/devlog/9464/heavy-vertical-build-9-8-2017-horizontal-heavies

 

@Rob,

I know the best time for me to generate builds - between 3AM - 5AM.  I guess my timeout issues are from slow connectivity somewhere :( 

 

Cheers,

Santi



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#17

nick_sherman

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Having to have an internet connection to build is becoming increasingly inconvenient and outdated. It somewhat made sense when Corona was $450 a year and it was to prevent people hacking it to get a free ride, and you didn't have far more powerful engines like Unity3D available for free and with offline builds.

 

When I entered the Kenney Jam, there was a questionnaire that asked which engine you were planning to use - Corona must have been 50th in the list, somewhere between QBasic and C64 Assembler. It just wasn't in the conversation and things like this aren't helping!



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#18

santiagoluib3

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I love Corona for what it is.  Yes, there are always limitations and there are many great and powerful tools out there (I for one is eyeing at learning C# and Unity3D) but for the type of 2D Projects I make I am very much at home with Corona.  

 

The only issue I'm having now (recently) is the failed builds with error #5 which I think must have something to do with poor connectivity from where I am.   Yes, it would be very cool if we can make builds offline. 



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#19

gergely.zsolt89

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@Santi I'll let you know if I'll have some experience contacting publishers  :) I like your development log!

Have you tried LiveBuild? It's a great feature, so that you don't have to build every time you change something.

 

@nick_sherman Personally I don't have problems with Corona. The build is fast (I live in Hungary, so maybe I build when nobody else does), and most of the time I don't even have to build again thanks to LiveBuild.

I tried Game Maker, Unity, Cocos 2dx, Defold before, and for my current game, Corona proved to be the best engine for me. Maybe other engines have better marketing and more tutorials.



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#20

nick_sherman

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I agree that Corona is a great engine, although I personally find despite five years experience with Corona and just six months with Unity, I can actually iterate a lot faster in the latter already.

 

The marketing is where they have failed, hence why they were so far down the list in the Kenney jam, below the likes of Love2D. Type in 'lua game development' into google and Corona doesn't feature until page 2. Even worse, '2D game engine' ranks on page 3. Defold has been out for 5 minutes and has a number 1 ranking.

 

They don't really seem to be taking any steps to address this, I mean these forums are hardly alive with activity - it's the same three or four posters responding to most questions. :(

 

I agree LiveBuild is a great feature but has stopped working for me, my project is 150MB+ and it just doesn't seem to like that.

 

@Santi I'll let you know if I'll have some experience contacting publishers  :) I like your development log!

Have you tried LiveBuild? It's a great feature, so that you don't have to build every time you change something.

 

@nick_sherman Personally I don't have problems with Corona. The build is fast (I live in Hungary, so maybe I build when nobody else does), and most of the time I don't even have to build again thanks to LiveBuild.

I tried Game Maker, Unity, Cocos 2dx, Defold before, and for my current game, Corona proved to be the best engine for me. Maybe other engines have better marketing and more tutorials.



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#21

Rob Miracle

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Keep in mind that everyone has access to offline builds now.  The simulator is no doubt more convenient, but if you're having long build times, it may be time to investigate using native builds even though you're not using any native features.

 

For now, this is only available for Mac users but we are working on getting Android builds working in Android Studio on Windows.

 

Rob



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#22

gergely.zsolt89

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@Rob What do you think about my question regarding finding a publisher? Is it okay according to the jam rules?



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#23

Rob Miracle

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I'm pretty sure you're free to do with your entry what you want. So finding a publisher should be fine.

 

Rob



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#24

gergely.zsolt89

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@Rob Thanks, that's great news!



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#25

gergely.zsolt89

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Here's my itch.io page: https://btmgames.itch.io/wota

There's an apk to download on the page. Currently I don't have a video to show, maybe tomorrow.

Enjoy!

 

Edit: Now I uploaded a few anim gifs.

n1yJNk.gif




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