Standalone game client?
leftycool
27 Jun 2012, 09:56Hi,
Is it possible to have this game run without the creation kit installed? I ask because I'm releasing a demo periodically and it is a hassle for my testers to install the kit.
Thanks in advance.
Is it possible to have this game run without the creation kit installed? I ask because I'm releasing a demo periodically and it is a hassle for my testers to install the kit.
Thanks in advance.
Alex
27 Jun 2012, 11:42You could upload is as private to the website, then send them the link? Then they won't need to install anything.
leftycool
27 Jun 2012, 11:59Would that be viable with a game that makes heavy use of pictures and sound? I imagine a big file size would be trouble to host or stream as such. im looking for a method where i can create a finished product and send it out in a .zip for ease of use.
Alex
27 Jun 2012, 12:46Pictures and sounds are downloaded on-demand so it's no problem running a large game via the web.
sgreig
27 Jun 2012, 17:39Since Quest 5 is built on web-based technology, it's probably possible to bundle the Quest game into a standalone app using something like Adobe AIR, but I'm not entirely sure how you would go about that short of using Alex's JS converter, and I don't think he's going to release that any time soon. You could perhaps bundle the game in with the webplayer code and bundle that all together maybe? I think you can HTML + MySQL apps, so ASP.NET apps should be doable...
You'd have to do some digging and figure this out though if you're really determined to release a standalone game. Alternatively, you could always use learn to code in Quest 4 and use that instead, as it has a compiling function. Quest 5's emphasis is web though, so there's not likely to be any native support for standalone games.
You'd have to do some digging and figure this out though if you're really determined to release a standalone game. Alternatively, you could always use learn to code in Quest 4 and use that instead, as it has a compiling function. Quest 5's emphasis is web though, so there's not likely to be any native support for standalone games.
leftycool
28 Jun 2012, 09:31thanks for the information guys.
If I were to do the standard hosting it on the website deal, I'm assuming theres a max file size?
I was planning to have a full soundtrack for this game including some fairly long .wavs, and if it's streamed on demand, the size of files could interrupt gameplay and wreak havoc on their download quota.
If I were to do the standard hosting it on the website deal, I'm assuming theres a max file size?
I was planning to have a full soundtrack for this game including some fairly long .wavs, and if it's streamed on demand, the size of files could interrupt gameplay and wreak havoc on their download quota.
leftycool
28 Jun 2012, 09:39Would it be possible to host the basic coded game on the site and have it source a folder on the users computer for the sounds and pictures?
sgreig
29 Jun 2012, 16:24As far as I know, no.
Alex
01 Jul 2012, 10:07Max file size is about 50MB I think but if you need something bigger let me know.
Shouldn't be a problem for people playing the game - the sound files are downloaded on-demand.
There's no way for a website to access local files.
Shouldn't be a problem for people playing the game - the sound files are downloaded on-demand.
There's no way for a website to access local files.
leftycool
03 Jul 2012, 03:02Thanks Alex.
the 50mb file size should be fine now that we've sorted out a compression issue.
Although, when I exported my game and ran it offline- the music would play fine, but when I uploaded it and played it in browser it would not- offhand, is there a simple step I've overlooked that would cause that?
the 50mb file size should be fine now that we've sorted out a compression issue.
Although, when I exported my game and ran it offline- the music would play fine, but when I uploaded it and played it in browser it would not- offhand, is there a simple step I've overlooked that would cause that?
Alex
04 Jul 2012, 18:00Sound doesn't always work brilliantly in browsers. Maybe try another browser to see if the same problem is there. But generally sounds should play at least once - send me a link if not.
leftycool
10 Jul 2012, 10:18I'm having trouble with the sound playing-
http://play.textadventures.co.uk/v5/Play.aspx?id=632
There is one file pinned to the startup script, and one to an ingame action (using the terminal in cryogenics reception).
I get the error code
Error running script: Cannot find a file called 'muzik (12).mp3' in current path or application/resource path
Is this because, although compiled, the script is still trying to access an external source for the sound file? how should I fix this?
thanks in advance, you guys are great.
http://play.textadventures.co.uk/v5/Play.aspx?id=632
There is one file pinned to the startup script, and one to an ingame action (using the terminal in cryogenics reception).
I get the error code
Error running script: Cannot find a file called 'muzik (12).mp3' in current path or application/resource path
Is this because, although compiled, the script is still trying to access an external source for the sound file? how should I fix this?
thanks in advance, you guys are great.

Pertex
10 Jul 2012, 11:13when entering the room Cryogenics the first time you try to start "muzik (12).mp3", but this mp3 file is not in your .quest-file. You could removethis command or just copy muzik (12).mp3 into your game directory before publishing your game