- Aug 13, 2018
- 198
- 315
If using a file manager to open a file is too user unfriendly for you, this is probably not the game for you.Having an apk would be more user-friendly though.
In absolute fairness, the game does have a couple mobile-specific issues, like the the pop-up text on buttons popping up for a millisecond and then disappearing because it expects a mouseover and doesn't interpret a touchscreen input in the right way. Having a separate mobile version would enable the devs to fix issues like that without worrying about affecting anything for anyone on a PC.There shouldn't be any need to make a platform specific version of the game anymore. It runs in a web browser.
That sounds more like an issue with the overall design rather than a mobile specific issue. It's less relevant for a game like this that has literally no chance of ever winding up on a console, but mouseover popups are a design element that only works on computers, and are very much something you put a fallback for when designing a game. Even if that fallback is as simple as a minimum display time for the popup. If working with something like that on my own game, I'd actually do a minimum display time in combination with suppressing the current popup if a new one is displayed. (In other words, if you're moving through the page only the latest popup will show, and the latest popup has a minimum amount of time before it goes away)In absolute fairness, the game does have a couple mobile-specific issues, like the the pop-up text on buttons popping up for a millisecond and then disappearing because it expects a mouseover and doesn't interpret a touchscreen input in the right way. Having a separate mobile version would enable the devs to fix issues like that without worrying about affecting anything for anyone on a PC.
Fair enough. But knowing the general level of expertise that Fen and Co' seem to display (which is to say, not much) my reply was more aimed toward explaining that separating out mobile and PC builds would ensure that if (or more likely, when) they fuck something up, it wouldn't affect the main PC build.That sounds more like an issue with the overall design rather than a mobile specific issue. It's less relevant for a game like this that has literally no chance of ever winding up on a console, but mouseover popups are a design element that only works on computers, and are very much something you put a fallback for when designing a game. Even if that fallback is as simple as a minimum display time for the popup. If working with something like that on my own game, I'd actually do a minimum display time in combination with suppressing the current popup if a new one is displayed. (In other words, if you're moving through the page only the latest popup will show, and the latest popup has a minimum amount of time before it goes away)
Of course, this works significantly better with a control setup that allows for multiple styles of input. A menu compatible with keyboard/controller will be compatible with popup/selection display by default, and allowing a popup to show on press and hold (rather than that qualifying as a click) could address some issues with touchscreens. Basically, what I'm saying is that there are tons of ways to handle it that are generally cross compatible.
Given their history, I suspect separate codebases would risk being actively detrimental. I know it absolutely was an issue they butted heads against with mobile flash builds.Fair enough. But knowing the general level of expertise that Fen and Co' seem to display (which is to say, not much) my reply was more aimed toward explaining that separating out mobile and PC builds would ensure that if (or more likely, when) they fuck something up, it wouldn't affect the main PC build.
You have a point. I defer to your expertise, and thank you for reminding me of the mobile flash build fiasco. I remember they stopped supporting IOS entirely despite there being a simple workaround for the issue that caused them to stop supporting IOS. So yeah, in retrospect, you're absolutely correct separate codebases would be a nightmare for them.Given their history, I suspect separate codebases would risk being actively detrimental. I know it absolutely was an issue they butted heads against with mobile flash builds.
The only tip I can give is to not play through joiplay. Use your regular mobile browser. It runs just fine for me on Chrome, firefox, and degoogled chromium. That said, I don't use the save to file function, like, ever, but I did just check and it does work for me. It might be a joiplay specific thing, or it might be something specific to your android. Try running it in your browser and see if it works there.Sorry if this has been asked before, but I'm playing the new JavaScript/HTML version on Android through Joiplay and my "save to file" button isn't working. I click it and nothing happens. Load file works correctly though. Any tips?
Yeah I think the "save to file" button not working is a joiplay specific issue. I try running through my browser and images won't load, I think because I'm on a newer version of android. If I navigate directly to the game folder through Chrome the html file doesn't even show up, which is why I'm resorting to Joiplay. I was hoping to figure out how to get the "save to file" button to work so I didn't have to start over every time I want to play the latest version. Weird how "load from file" works but not the other..The only tip I can give is to not play through joiplay. Use your regular mobile browser. It runs just fine for me on Chrome, firefox, and degoogled chromium. That said, I don't use the save to file function, like, ever, but I did just check and it does work for me. It might be a joiplay specific thing, or it might be something specific to your android. Try running it in your browser and see if it works there.
That's definitely odd. Is the game on an SD card or internal storage? And did you preserve the file/folder structure? It definitely loads all the images and everything just fine on my android tablet, but I am using an older version of android so that could very well be your issue. Check your joiplay permissions to make sure it has storage permissions, if it doesn't then that could be the issue. If it does then I don't know what to tell ya unfortunately.Yeah I think the "save to file" button not working is a joiplay specific issue. I try running through my browser and images won't load, I think because I'm on a newer version of android. If I navigate directly to the game folder through Chrome the html file doesn't even show up, which is why I'm resorting to Joiplay. I was hoping to figure out how to get the "save to file" button to work so I didn't have to start over every time I want to play the latest version. Weird how "load from file" works but not the other..
It's on internal storage and I never changed the file structure. Joiplay does have storage permissions. I suppose a workaround would be to find out where Joiplay originally keeps the save files and just copy the file but I've looked through everything I can think of and no luck.That's definitely odd. Is the game on an SD card or internal storage? And did you preserve the file/folder structure? It definitely loads all the images and everything just fine on my android tablet, but I am using an older version of android so that could very well be your issue. Check your joiplay permissions to make sure it has storage permissions, if it doesn't then that could be the issue. If it does then I don't know what to tell ya unfortunately.
In fairness, Fenoxo coasted off of Patreon money for years, with earning under 100K a month on Patreon (meaning less than 12 full time devs, who could be earning more money working in another field).You have a point. I defer to your expertise, and thank you for reminding me of the mobile flash build fiasco. I remember they stopped supporting IOS entirely despite there being a simple workaround for the issue that caused them to stop supporting IOS. So yeah, in retrospect, you're absolutely correct separate codebases would be a nightmare for them.
Fair point, but that's about the least of the many, many problems with Fen. I have no respect for him as a person due to a very long running history of how he manages his projects and the greed and disrespect towards his audience and even his supporters/volunteer writers he has shown. This isn't the place to get into it.In fairness, Fenoxo coasted off of Patreon money for years, with earning under 100K a month on Patreon (meaning less than 12 full time devs, who could be earning more money working in another field).
He has several direct employees and pays bounties on writing projects, while he's pulled back on his own development because a late 30/40 something can't feed the libido to write porn as a full time gig. The money that is being earned can't even hire a dozen fulltime writers on minimum wage in the US, I can't imagine what it would have cost to hire a team to do a full conversion to Java, given literal years of content locked in Flash.
In terms of porn games, Fenoxo is a behemoth, in terms of dealing with paying the wage that a real job would cost, it's fuck all.
I've been frustrated with TiTs progress for a long time, but there's really not enough money involved to get a proper IT team off the ground, it's just a bunch of people who make wank material trying to make a game, and if the main dev burns out, shit gets fucked a hundred ways from Sunday.
Most porn game devs are from developing countries for a reason, which is that USD goes a lot further when cost of living is rock bottom.
this has nothing to do with their blatant incompetence at accomplishing even the simplest game mechanics for a simple, text-based game that has no complex logic necessary as well as rewriting to javascript which is a quite simple language overall. you would think that someone would develop some skill at what they're doing given how many years they've been developing this game, but no. i've seen game devs currently in ukraine get out more substantial updates in recent times than fenoxo and crewIn fairness, Fenoxo coasted off of Patreon money for years, with earning under 100K a month on Patreon (meaning less than 12 full time devs, who could be earning more money working in another field).
He has several direct employees and pays bounties on writing projects, while he's pulled back on his own development because a late 30/40 something can't feed the libido to write porn as a full time gig. The money that is being earned can't even hire a dozen fulltime writers on minimum wage in the US, I can't imagine what it would have cost to hire a team to do a full conversion to Java, given literal years of content locked in Flash.
In terms of porn games, Fenoxo is a behemoth, in terms of dealing with paying the wage that a real job would cost, it's fuck all.
I've been frustrated with TiTs progress for a long time, but there's really not enough money involved to get a proper IT team off the ground, it's just a bunch of people who make wank material trying to make a game, and if the main dev burns out, shit gets fucked a hundred ways from Sunday.
Most porn game devs are from developing countries for a reason, which is that USD goes a lot further when cost of living is rock bottom.
yeah even Savin is like that. I played corruption of champions 2 and basically said that maybe having the option to kill Etheryn pregnant sister to prevent Kassyra would be a very good strategic move even though dark and I got told off. Hell I’ve seen more better games on renpy or rpg maker for this. Hell I’ve seen flash and Java games have animation compared to this. I don’t condone what I proposed but Savin game is about preventing the end of the world. It like being so in Kuroinu and not being able to kill Volt and his rats when you could. Again it could just have been coded to make you try and fail. You can’t even play a pragmatic hero in CoC2this has nothing to do with their blatant incompetence at accomplishing even the simplest game mechanics for a simple, text-based game that has no complex logic necessary as well as rewriting to javascript which is a quite simple language overall. you would think that someone would develop some skill at what they're doing given how many years they've been developing this game, but no. i've seen game devs currently in ukraine get out more substantial updates in recent times than fenoxo and crew
even just one dev should be able to accomplish what they need. the game overall is a very simple task. however, looking under the hood at what they currently have is an abomination. good luck dealing with that in the future, i suppose