The editor is vastly, vastly improved over MMF. No need for spread values, no limits on the naming/number of variables, has sub events, behaviors that are actually maintained and work, event sheet includes, more options for picking objects, the list goes on and on.
Yeah I've been working with C2 a bit and I definitely love sub-events and the way that variables are set up. Much easier to do things this way. Also love the object selection options.
2 has exe export, there's currently a performance problem in the current version on some machines, but it's being worked on and has been significantly improved in the next version which should be out within a week.
I hope this turns out well... I was reading a thread where someone mentioned the cold start up is really slow though.. Hopefully that can be fixed?
ata is stored with webstorage, you can use arrays, JSON strings, hash tables, whatever you like.
So that means no offline storage? I'd love if it I could just include a level pack in the exe so players wouldn't have to be online just to load a level.
2 is 2d, but there have been some attempts at 3d plugins in the plugins forum, but performance wasn't too good when I tried them.
Is that a problem with C2 or is that a problem with HTML5? I've seen some pretty impressive 3D demos done in HTML5. Would it be ridiculous to assume I could get a few dozen 3D meshes animating with textures on screen without it killing performance? There is one game I wanted to make that would probably require me to have 3D meshes... but not to the extent of needing a full 3D environment or anything. Just some low poly meshes with textures/animations. Can even be baked in lighting.
Thanks for the response!
Despite the fact Construct 2 has a HTML5 based engine, it actually has some fairly decent tools for working with data client-side. See Using project files in Construct 2. If you know how to set up a server you can also use the AJAX object to send and receive stuff to your server.
Okay so I set up my level editor using an array that loads via AsJSON. Does that mean I could just save out the json files and add them into the project to include them as levels so I can avoid the player having to download levels and have an internet connection? That would be fantastic.
've no idea where you read HTML5 is insecure - have you got any links? I am confident it is perfectly secure, and modern browsers have a pretty good security record too, and issue updates rapidly if any problems are found.
I don't remember exactly where I read it... but basically someone was saying that since it's javascript, you could easily read it or basically take the code and modify it easily to change the game and make it your own. Or in a situation where you create a really awesome gameplay feature, someone else could just read the code and implement that feature into their game without having to go through the trouble of figuring out how to do it on their own. Stuff like that I guess. I mean, I understand that no game is really secure but I'd prefer if people couldn't just copy/paste my game code and modify some stuff and claim it as their own game without much effort.
onstruct 2 automatically generates spritesheets on export. There are also tools to import sprite sheets in to the Construct 2 editor.
Ah yeah, I actually meant importing sprite sheets... Is there some possible way of setting a sprite sheet as a project file and then being able to just update the sprite sheet externally and it would update inside Construct 2? I have a game that would require some rather large sprite sheets and it's much easier to modify them externally, but would be a pain if I have to update every animation/frame manually.
ope that helps answer some of your concerns!
Definitely. Thanks for being so helpful. :)