Arima's Forum Posts

  • This is an English speaking forum, please stick to English or include a translation in your posts.

  • This is an English speaking forum, please stick to English or include a translation in your posts.

  • The feature is already implemented, select the events and press r. It's also in the right click menu as replace object.

  • In the future, please open one thread and have your translation in the same post instead of having a thread for each language. Thanks!

  • This is an English speaking forum, please stick to English or provide a translation along with your post.

  • Ashley - I do understand and appreciate that it would be a big challenge, but Its true that I don't understand all the intricacies involved of what I'm arguing for and the amount of work it would be. I see things like haxeNME or monkeycoder which advertise being able to compile to multiple platforms, and I guess it makes it seem easier than it is.

    Regardless, I still think it would be a good move long term, but I also acknowledge that I might be wrong, and respect the decision to stick with HTML 5 for now. I do hope it will get as better as you think it will, but I can't say I'm entirely confident about it. Maybe even if you're unwilling to go native, perhaps at some point a rewrite to entirely asm.js could be considered instead.

    Either way, thank you for being receptive to the discussion!

  • Writing an incompatible native exporter is just not very useful (see CocoonJS for an example of how annoying compatibility issues can be, and that's still got a fairly high level of compatibility). A smarter idea would be to rewrite the engine in asm.js, which can come very close to native C performance, and is still improving. But that would mean a complete rewrite of the engine, and possibly for no gain: GPU-bottlenecked games will see no improvement, and in many cases our carefully hand-written JS engine is fast enough anyway.

    Ashley - I have to disagree on this point. I really think you're underestimating the value of a game engine without a complete browser feature list, and overestimating the value of those browser features. Looking at the tons and tons of games out there, an overwhelming majority of them could be made without a complete browser engine because they were made without a browser engine. HTML 5 tech for games is pretty new - so the games made without a full browser engine are the vast majority of all games ever made. That's clearly enough to make games with!

    For example, I obviously can't speak for everybody, but none of the games I've designed and worked on have really needed anything that CC doesn't have (aside from exporting to other platforms and now multiplayer, which aren't exclusive to browser tech). Not one, and that's dozens of game ideas.

    One of the main points is that you're making the choice for us, and you're choosing the option a lot of us wouldn't choose. If instead of writing the engine in asm.js and getting one platform, if you remade the engine in SDL or haxeNME or monkeycoder or some such, then you would only have to remake it once to get to a lot of platforms and - I admit I don't understand this process completely - but then couldn't you use emscripten to easily and automatically export to asm.js as well? I seem to recall reading it only took a week for them to get unreal engine 3 converted through it to asm.js. It would make the native exports AND the html5 export better! All for one code base rather than one for each of them (of course some tailoring would be necessary for each platform).

    Doing that would be the best of all worlds - those who want more speed but not all of the features a browser supplies could have them, and those who want the extra browser features could use a faster web export through asm.js. Perhaps we could even continue using the third party plugins we've got if we want to export to HTML 5 (though I understand the third party js plugins would not have asm.js speed since they were not run through emscripten). It would give us the choice and option for either (and it's a choice a lot of us really, really want to have), would solve a lot of issues, make C2 look more like a serious development platform and would make a ton of us very, very happy!

    As for the security issues, I think you underestimate them. It is a problem with native tech, and the problem simply does not exist on the web. I think there is a huge difference between downloading an unsigned EXE from a website you've never heard of before compared to downloading a digitally-signed installer for Steam from Valve. Some administered systems may forcibly prevent unknown executables from running. Some non-technical users may simply give up if they find out they have to "configure DirectX" (we know this happened in some cases with CC games), or get scared off by a security warning (which is there for a good reason). There are several hurdles here, none of which exist with HTML5 games.

    There are tons of games out there which have the same hurdles, yet the PC remains a thriving place for games - in fact, indie games are thriving more than ever. A web browser by itself just isn't a proper platform for delivering a medium to large commercial game. People don't want to start up their web browser and go to a web page to play something they've purchased, by using an exe you can more solidly ensure compatibility since web browsers are in such a state of flux, and node webkit isn't totally immune to needing to update direct x either because it uses ANGLE and therefore direct x for rendering by default and comes with a dx installer because of it.

    Regardless, if you did what I mentioned, it would again give us the option and choice. I respect your opinion on the matter but disagree, and I think we should have the options to make our own choices about which method of delivery to pursue. We could even do both and let the customer decide!

    I really, really think you're underestimating the utility and value of the move. What's more, many of your current customers really want it, and I truly believe would lead more people to view C2 as a more serious dev tool and would translate to more sales. I would totally even be willing to pay for the upgrade, perhaps a perfect time to make it Construct 3. I hope you'll reconsider!

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    SashikLV - you should be able to upload a new version instead of uploading tons of different tests. This is currently the only way to delete games from the arcade, but Tom is working on a new version that will allow you to delete them yourself.

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  • I'm still getting logged out too.

  • Niiiiice

  • I think c2 is actually written in C++. While I don't know the details about how easy it is to get a program ported over into native client and I assume some custom tailoring would be required, it seems like it might make it much easier to get it running on other platforms than other methods of porting (I'm far from a C++ expert though, so I might be wrong though). Only Ashley could say for certain of course.

  • - that's sort of what I'm doing, I guess I didn't describe it well enough. The first third of the game/story arc will work just fine as it's own game/story. It won't leave off like stopping a movie partway through with huge plot threads hanging - there will be some unanswered questions, but part 2 will be more like a sequel instead.

  • Update:

    Progress continues. There are new abilities, a new enemy, the characters can leave/enter areas, I've implemented the start of the tutorial system, worked on the ui, fixed bugs, etc, and I've begun the level editor.

    Some info about how the game is going to be released:

    As it takes longer for me to work on something than most people, and honestly, the game is a lot to tackle as one project, I'm going to release the game in stages instead.

    Stage 1: prototype/proof of concept

    Stage 2: first section of the game

    Stage 3: first story arc as its own game

    Stage 4: second arc

    Stage 5: third arc

    Having a prototype will help me to make sure people like it and it's at its best. It has 3 separate individual arcs anyway, and each will be long enough for a complete game (small for an rpg, nowhere near a hundred hours or anything, but enough), so it seems appropriate to make it a 3 part trilogy rather than one big game, as each part will stand alone just fine (I know, I know, I have a problem with being overly ambitious. I don't care ^^).

    The battle system is quite playable as it is, but there isn't enough yet to give a proper impression of what playing the game will be like. It's still months away from being ready (it's probably half done), but I'll update again before then when I have something to show.

  • moxBorealis there's a difference between focusing on the negative and discussing ways to address something's weak points and how to make it better, which I think most, if not all of of us are doing.