They announced that GX games made with GMS are for Opera GX desktop only (for now), so they probably won't work on any mobile Opera GX browser.Oh dear... mobile phone not happy. Its running latest GX (just installed it)
View attachment 43440
Tablet not supported (I'll have to try the iPad later)
According to roadmap , SSO is coming in 2.3.6 (which they are working on now), so maybe this indeed will be improved.I presume it's using OAuth2 so there's no need for this constant reauthentication and the site should be sensible enough to respond to put api calls (I guess that's how its working).
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* YoYo Games Emscripten Runner V2.0 *
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CommandLine: -game game.unx
ExeName= 0023cd28
MemoryManager allocated: 27602
GAMEPAD: Initialising SDL support
Attempting to set gamepadcount to 4
GAMEPAD: Setting up initial connections
GAMEPAD: Number of detected joysticks/controllers: 0
OpenGL: version string OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))
OpenGL: vendor string WebKit
OpenGL GLSL: version string OpenGL ES GLSL ES 3.00 (WebGL GLSL ES 3.00 (OpenGL ES GLSL ES 3.0 Chromium))
Extensions:
EXT_color_buffer_float EXT_color_buffer_half_float EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_norm16 KHR_parallel_shader_compile OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw OVR_multiview2 GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_disjoint_timer_query_webgl2 GL_EXT_float_blend GL_EXT_texture_compression_bptc GL_EXT_texture_compression_rgtc GL_EXT_texture_filter_anisotropic GL_EXT_texture_norm16 GL_KHR_parallel_shader_compile GL_OES_texture_float_linear GL_WEBGL_compressed_texture_s3tc GL_WEBGL_compressed_texture_s3tc_srgb GL_WEBGL_debug_renderer_info GL_WEBGL_debug_shaders GL_WEBGL_lose_context GL_WEBGL_multi_draw GL_OVR_multiview2
Anisotropic filtering supported, max aniso 16
Texture #1 16,16
Texture #2 16,16
Texture #1 16,16
Texture #2 16,16
finished(2)!!
Texture #1 1,1
Texture #2 1,1
finished(2)!!
Collision Event time(microsecs)=20
I solved it. Just as I assumed the error message is wrong or at least it's very misleading. The actual problem was something about how apparently scripts and functions get initialized differently on different target platforms and this lead to a global variable not being set.
oohh, good. I can start my username-and-avatar collection! I hope that's not against any policies.Did you know you could display the player's name and avatar in-game on GXC, and make it pretty?
I cannot get the debugger to work right now.Since I'm not hearing anything on the related threads I started:
Is the debugger working on the Opera Target for everyone here?
Does the Pixel interpolation option have any effect for you? (Blurry Pixels)
Also my upload gets stuck on "Uploading..." (progress bar is full, but I get no "success" message and the game does appear in the dev cloud...)
I can just hope that performance is not part of the judgement, because it's impossible for me to profile my game atm. It works great on windows with plenty headroom...
So I really didn't need to spend my vacation working on my entry then.Hey! Just an update to say that submissions have been extended to 21st - also be sure to set your games public! We have an updated video showing how:
For sure, any video under 50MB is hardly a trailer. Most trailers run about 150-200MB, as they usually should be good quality (1080p60) at least. :/I think the size limit is too small on video trailer uploads on my GX game. I couldn't upload a 30 second trailer that was 48.5 megs, so I crunched it down to 28.4, and it said even THAT was too small. Nowhere does it say what the size limit is, so I can even get my trailer to an acceptable size, but honestly, I think 48.5 megs should be allowed. Just saying.
I also wanted to ask what's up with the looks? Not interpolating makes it better but it still looks washed out compared to the windows export. Is that normal? Can I change it?Since I'm not hearing anything on the related threads I started:
Is the debugger working on the Opera Target for everyone here?
Does the Pixel interpolation option have any effect for you? (Blurry Pixels)
Also my upload gets stuck on "Uploading..." (progress bar is full, but I get no "success" message and the game does appear in the dev cloud...)
I can just hope that performance is not part of the judgement, because it's impossible for me to profile my game atm. It works great on windows with plenty headroom...
I dont really have an idea for a game....Did you know you could display the player's name and avatar in-game on GXC, and make it pretty?
View attachment 43463
Here's a new tutorial covering how the user's avatar can be loaded and displayed in-game as a round image: https://help.yoyogames.com/hc/en-us/articles/4408583385489
ooooooThe GXC API Library introd
I'll ask about this. Thanks for the feedback.I think the size limit is too small on video trailer uploads on my GX game. I couldn't upload a 30 second trailer that was 48.5 megs, so I crunched it down to 28.4, and it said even THAT was too small. Nowhere does it say what the size limit is, so I can even get my trailer to an acceptable size, but honestly, I think 48.5 megs should be allowed. Just saying.
Yeah. Sorry - odd known issue! Should be a fix going later this evening.Hi -
Opera GX keeps crashing when I click "Play Now" on the published game page.
I've tried different project files & running everything in admin mode. I have latest install of GM & GX.
Is this happening to anyone?
GM staff, here's Local Crash Context: ee1f838a-d8db-491a-aef8-f944e73f05cc
Thanks , working now.Yeah. Sorry - odd known issue! Should be a fix going later this evening.
That's not available for now; as the site says, it's coming soon. If your game was played then it must have been played by someone from Opera internally for testing purposes.I can't figure out how to browse games other people have already uploaded onto the platform! What am I overlooking?
Via Terms and Conditions:Is there a specific time for the submission deadline? I understand that the last day to submit games to the competition is October 21, but
it would be nice to have a specific time for a deadline. I haven't found one on the FAQ or blog.
The Contest begins on Thursday, Sept 30 2021 at 12:01 AM Central European Time (“CET”) and ends on Monday, October 21, 2021 at 11:59 PM CET (the “Contest Period”). The Sponsor's computer will be the official clock for the Contest. To win a Prize, all Entries must be received during the Contest Period.
Thanks!
It's probably a leftover from when the deadline was Monday, October 11.Wait: "ends on Monday, October 21" What calender is this then? (My calender says 21.October is tomorrow?!)
Yeah, had same doubt after reading your post. I did have my name, my nickname and an e-mail for bug reports in the credits section. I just took all those away just in case. I am assuming they may want to leave all contact through the opera account. My recommendation would be to just remove it for the moment, in my case it was just comment some draw text.Wait: "ends on Monday, October 21" What calender is this then? (My calender says 21.October is tomorrow?!)
Also: I didn't get an awnser to clarify the rule about putting my name in the credits and my website beeing my logo. Could someone please let me know if that's ok? I'm pretty sure this rule relates to privacy concerns and may just be a standard clause and my name and website should not be a problem in that regard afaik but I don't want to be disqualified for such a thing.
Seeing one challenge only.Can anyone confirm either way what they are seeing when they visit my page? https://gxc.gg/games/48caf715-a8fa-40a9-b32f-cc1891156ef5
What's the issue exactly? Something like that is currently being investigated so this may be related.I added a challenge to my game but I somehow wasn't able to test it locally.
Afaik, you can't test challenges locally? Which would make sense as they require a URL... As for the challenge you made being visible on your own pages, that is by design. Basically, at the moment, you can't delete a challenge so it's always visible to you even if it's inactive. I have spoken with one of the guys involved in the GXC and suggested they permit devs to delete challenges, and they said they'd look into it, but - if implemented - it'll only be available for challenges that were never made public (which makes sense too, as you don't want to wipe the scores of users after challenges have been played). I've also requested that they add the ability to clear challenge data so that you can test a challenge privately, then clear the test data before you make it public.I'm kinda sorry that I'm posting my technical questions regarding OperaGXC here in this thread but I'm really not sure where else the appropriate place on this forum would be?
I added a challenge to my game but I somehow wasn't able to test it locally. Long story short my first challenge online was in the wrong format so it set up a new one and disabled the old one.
Now I can see both challenges when I visit my public page but the first challenge leads to a dead page, which is undesirable. I also tested the public link in an incognito google chrome window and there only the public challenge was visible. So now I'm confused. It would be such a strange design decision if this was working the intended way ...
So can anyone share some experiences regarding the topic? Can anyone confirm either way what they are seeing when they visit my page? https://gxc.gg/games/48caf715-a8fa-40a9-b32f-cc1891156ef5
Thank you so much!
You can; it's also described in the tutorial, but it may not be functional at the moment and not sure whether it would be going forward.Afaik, you can't test challenges locally?
LOL! Nice! Was that always there???? Or has it been added recently as I swear I've read through that page and never even noticed the massive section titled "Testing Challenges Locally"...You can; it's also described in the tutorial, but it may not be functional at the moment and not sure whether it would be going forward.
Yeah it was haha!Was that always there????
Normally you would need the challenge to have been activated via the URL, but theoretically you should be able to just submit a score to whichever challenge you want regardless of the state of the game. This is not something the GXC API Library allows by default though, you would need to modify a bit of its code.I haven't yet delved much into the GXC API, but wouldn't it mean that - with only one challenge active at the time - people need to specifically plan for getting a given hiscore (longest time alive, most rescues, highest combo, whatever)? Or is there some separate API for always-active leaderboards/achievements that can be submitted to independently?
I just feel having to specifically activate a challenge makes the process unnecessarily complex for the player, when the game could just keep track of each leaderboardable variable independently and submit them all at once. If special modes are required (like e.g. time attack with just 1 minute to do whatever), it's perfectly possible to limit submitting the mode-specific score if and only if the player played that mode, within the game itself.
Hi, I've confirmed that challenges should now be working locally. Make sure you are logged into GXC and DevCloud in your browser and then try testing it with the query parameters locally (as described in the challenges guide).I added a challenge to my game but I somehow wasn't able to test it locally.
You can do exactly this. One of my games, Haxor, has 101 challenges and you can do any of them by using the challenge links, or just play the game organically and have the challenges submitted as they're done. Basically, I simply duplicated the challenge submit function and added in an extra "challenge" input parameter (commenting out the _challenge parameter in the actual function so it's nowI just feel having to specifically activate a challenge makes the process unnecessarily complex for the player, when the game could just keep track of each leaderboardable variable independently and submit them all at once. If special modes are required (like e.g. time attack with just 1 minute to do whatever), it's perfectly possible to limit submitting the mode-specific score if and only if the player played that mode, within the game itself.
gxc_submit_challenge(_score, _challenge, _callback)
). Then, when a player completes a challenge in a normal playthrough, I just submit using THAT function and the ID of the challenge they have completed, and the user never even knows as it doesn't take them out the game or anything. So, basically, if you set the challenge ID when you submit a challenge score, you can complete ANY challenge, regardless of how the game itself was started.Afaik, it'll be the 30th of this month when things go live initially (although I could be wrong and this could change... )Are all these games going to be made live now? Soon? When? Very interested in seeing what people put up there...
Hi Mr MagnusQuick question because this kind of determines what I'll do tomorrow: I am working on my game adding online high scores (because this game simply isn't complete without them).
How can I add in a new version without disqualifying myself for updating the game after the deadline? Are you going by "last live version published before the deadline" or do I have to wait for ten days before I'm in the clear?
I would assume the "Competition" is now over. The deadline was the 21st, this is just the judging period, regardless of if you tweak your game now, there's a good chance Opera staff/judges have already played your game, so they wouldn't see any tweaks you make. Given that they've only got about a week to play and judge all the games.Hi Mr Magnus
In the Opera press release (not the rules doc) it says: “Game creators are allowed to keep tweaking their games during the competition.”
I assume this includes after the submission period, it would be good to have clarity as
I would like to add online high-scores also.
Yes, it's fine to keep tweaking your gamesHi Mr Magnus
In the Opera press release (not the rules doc) it says: “Game creators are allowed to keep tweaking their games during the competition.”
I assume this includes after the submission period, it would be good to have clarity as
I would like to add online high-scores also.