alastair's Forum Posts

  • Yeah, I think you're right. It'll probably still look reasonable!

  • Are you making the sprite sizes based on a 1080p resolution (then scaling the game from there)? I'm going to get a 2560x1600 res screen soon, it'll be interesting to see what 1080p 2D stretched games look like on it and whether it remains crisp enough.

  • So does this mean there will be a huge whopping CPU speed boost to our games across all computers and mobiles? It's not very clear to me.

  • Sargas

  • Sargas, That doesn't solve the problem, it happens under every group, under every subevent, so unless you fill your entire sheet with empty events it will always be an issue.

  • The entire game is stored (uncompressed?) in RAM, the current layout is also stored in VRAM (Video RAM of the graphic card). VRAM is usually much smaller than your computer's RAM, some people may have 4gb of VRAM others may have 512mb.

  • For those that come to the thread and missed the blog post:

    www.scirra.com/.../how-the-construct-2-webgl-renderer-works

  • There's no Steam plugin or anything for C2 yet, so everyone put your games on Steam so there will be more demand for a plugin! (there is this thing [>] but no idea what to do with that.)

  • Better than expected, only confirms in my mind that Steam is by far the largest gaming market.

  • In the event sheet, when moving an event you cannot place it below an event that has subevents. This is a severe workflow annoyance that many people have grown accustomed to over the years, but would be nice to have solved one day!

    Normally you can drag an event below another event.

    In this situation, you cannot place the top event below the 2nd one.

    I do not want event 1 to become a subevent! Just a little more to the left!

    Also showing that I cannot place it to the left as a "top level event", it's being forced as a subevent, not what we want!

    It is possible to do this nicely, photshop has done so for a while with it's layering system (with folders effectively being subevents).

  • Looks cool, will you be scaling the sprites and movement based on their depth/Y in the background?

  • That's understandable but not good to hear.

    Personally from what I understand, I'd rather see a complete game in 1 package than seperate games which have huge gaps of time inbetween them — the game may be forgotten and anticipation is hard to bear for very long (fans will start pressuring the creator), not to mention that most developers will lose significant amounts of motivation and passion to continue working on the game once it's been released and the main source of continuing is the feeling of obligation (from my experience and from what I've seen in the industry and from friends). Even Notch got tired of working on Minecraft when it was hugely successful and what if your game isn't well received by many? I can't see that working as motivation. Although this may of course not be an issue for you! Just sharing my thought.

    Why not just shorten the scope instead, and release a complete game?

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  • Arima, so how's C2 performing now with the recent updates, is it working on Vista? (I hadn't seen this discussed anywhere since the update has come out.)

  • That's odd, maybe cell optimization either isn't working at all or the debugger is silly?

    Yeah, the lack of webgl was stated elsewhere, I can't imagine WiiU going anywhere good until it gets it (if it ever does).