alastair's Forum Posts

  • 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?

  • 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).

  • The general rule is this: show data through the aesthetics if possible (graphics, sounds) but if that won't be clear enough then do it through HUD/UI/text/bars/icons as a last resort (and only when the player needs it!).

    You'll notice over the history of videogames that we've been able to show a lot more data through just graphics (sprites, environments, models etc.) and not having to use text as often, only having to give out the text data when it is appropriate to so.

    Btw, this is not C2 related discussion but a matter of game design in general.

  • It doesn't really matter what the overall usage is because Steam represents the largest computer gaming market by far (although it does depend on who you want money from). There are a lot of companies and schools running XP for instance that wouldn't even play games...

    Although 10% of steam is still a large population of gamers on Steam (that's twice as many users as there are on Mac/Linux which make up a combined total of 5%!) So I'm not trying to downplay that significance.

  • The Steam stats are here if you want the facts: http://store.steampowered.com/hwsurvey/ (Click on OS version to get more details.)

  • It has perform very well so far in my tests. BLOK DROP U runs solid and is a very physics driven game. I have heard CocoonJS does not do so well in that regard. My new title I'm working on has been running a solid 58-60 FPS.

    That's cool, though I wonder how it performs with more graphically demanding games.

  • I can understand Ashley's position, even though I've felt the same way Arima. MMF2/Clickteam spent years making exporters, but the performance, issues and features were terrible on every one of them (especially since MMF2 is so reliant on 3rd party plugins for features) you can't make a big/serious game that runs on more than 1 platform (or 2 at best if you like limitations). C2 has been in development for a fraction of the time and is already in a much better state than Clickteam's.

    The XP/Vista thing is a shame, I'm suprised 10% of steam users still use it.

  • o yea

  • Arima, You often mention that you can just dump a lot of events under a "object > 0" to be more efficient with events, but would this not be contrary to how Ashley has explained the collision cell system (which is as far as I understand the only way collision should be done).

    https://www.scirra.com/blog/ashley/6/co ... on-in-r155

    [quote:28xpwteo]To avoid this, our new advice is: make sure collision conditions are the first condition in the top-level event. When no objects are picked, the collision conditions can make efficient use of collision cells to reduce the number of checks made, ensuring performance is good in all circumstances.

    So it seems clear to just put overlaps as a top level event and condition (nothing above it) if we want to gain the benefits of cell optimization.

    [quote:28xpwteo]If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells ... If a prior condition picked a large number of instances, it must brute-force collision checks again.

    But this statement brings up ambiguity, so it's saying that if the overlap comes after only "certain instances" or "large number of instances" it won't work — this implies that there are some unspecified circumstances where we can have the overlaps use cell optimisation when placed after other events/conditions, but what are they? It's too annoying to test, since the debugger doesn't distinguish between cell optimized collision checks and brute force collision checks.

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  • Cool. Here's 3D cube effect thing he made (hidden in the topic):

    https://dl.dropboxusercontent.com/u/5426011/examples21/paster_3d_6.capx