Arima's Forum Posts

  • > Yes, Construct2 only creates HTML5, so it has a "desktop wrapper" that includes the HTML5 engine.

    >

    > Here was the update it was introduced:

    > https://www.scirra.com/construct2/releases/r115

    Hearing that... kinda makes me wanna stick to Construct 1. I have no interest in a web browser format.

    Also, there is pretty much no difference visually between making a native exe with CC and using node webkit to make an exe. Node webkit acts and behaves exactly like a native exe. You don't have to play the game in a window with a browser address bar or navigation buttons. It's just the game and the title bar, like CC has.

  • Reading up on it more, from the OpenGL website, if OpenGL is not properly installed:

    "Without drivers, you will default to a software version of OpenGL 1.1 (on Win98, ME, and 2000), a Direct3D wrapper that supports OpenGL 1.1 (WinXP), or a Direct3D wrapper that supports OpenGL 1.1 (Windows Vista and Windows 7). None of these options are particularly fast, so installing drivers is always a good idea."

    So even if swiftshader is avoided, it doesn't necessarily help much. It's a shame we can't just install OpenGL with the application.

  • Looking into it, it appears the swiftshader issue was already addressed: construct.net/en

    It seems though there was at least at the time no built in way to detect it, Ashley already put in checks by watching what OpenGL was doing to try to deactivate it.

  • Kyatric - canvas2d is hardware accelerated as well, it's just webgl does it better, for reasons I'm not entirely clear about. Chrome/chromium's software rendering uses swiftshader, a technology that emulates hardware rendering in software, so apps think they're being hardware accelerated when they're really not.

  • Kyatric - I think that actually doesn't display anything other than canvas2d or webgl, even in software mode.

  • While it's cool, is it too late to change the name? Cuz' there's already the independent games festival using IGF, and it's quite well known and famous. It could confuse people and hinder your recognition.

  • zendorf - I agree with your frustration on the matter. The simple truth is that direct x has been better supported on Windows machines than OpenGL (unsurprisingly, though it has been getting much better as of late), and as such since C2 uses OpenGL, it's more vulnerable to the mess that are some drivers for some of those older graphics cards out there (there aren't any driver updates for the card I mentioned earlier, for example) - and there doesn't seem to be anything we can do about it except wait for people to stop using those graphics cards. It will get better as more people migrate to new computers, but for now some users simply get disappointing framerates on windows. :(

  • Poor performance in node webkit can also result from an old graphics card without OpenGL properly installed (which causes it to use a technology called ANGLE which converts OpenGL calls to direct x ones, but it does degrade performance, though I don't know how much), or a blacklisted driver, resulting in it rendering via software rather than hardware. I'm guessing one of those is what's happening on a old laptop I have access to with a mobile intel 945gm express graphics card because the framerate does take a noticeable hit in comparison to a CC direct x 9 exe, but on gpus without those problems as Ashley said it renders faster than construct classic does.

  • Darkgrey has been updated with 132's new options.

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  • Sounds like a problem with cocoonjs's compiling system if the tester app works fine. You might want to report it to ludei.

  • retrodude

    Sure. First I want to mention though - this is not the only way to make RPGs! This is merely the best way I've come up with for the games I want to make. It allows me the flexibility and control to make super mario rpg type battles as well as simpler old school final fantasy type stuff.

    All hero and enemy sprites are put in a family called units. I then create and pair a 'base' sprite instance to each unit instance by storing uids of both as variables for picking purposes. The base sprite does all of the controlling of the units through variables that define the unit's behavior and abilities, such as base.type, base.team and base.command. In a way, the base acts like a family for all units. I don't just code for the units family for various reasons such as I find it simpler to code the movement of the base object itself moving on the x and virtual z planes, and using a variable for the y (the height the unit is off the ground/the y distance between the unit and its shadow). Technically this could be done anyway coding the unit rather than the base, but since there are times where I can code the base to do stuff without needing to pick the unit at all, I prefer it this way.

    By using this method, I can have any unit act like any other unit simply by setting a variable on the base sprite. It's also easy to make different units use each other's abilities if I want, as long as that unit has the requirements (like animations) for the code to use the ability.

    I isolate code as much as possible in a 'code tree' to minimize code interfering with other code. Extremely oversimplified example:

    If global mode = paused, store all menu code as subevents here

    If global mode = battle

    • if var battlemode = intro, store code for characters running on screen at the start of battle here
    • if var battlemode = advance turn, advance turn markers, pick a base/unit when it's their turn, set base.turn to 1, set battlemode to action
    • if var battlemode = action
    • - if base.turn = 1
    • - - if base.type = Renae
    • - - - if base.command = "attack"
    • - - - - if base.step = 0 (the step var is not necessary in this example, but used quite often in many of the abilities to keep segments of the abilities and cinemas from interfering with each other), run forward, upon reaching target position, play attack anim
    • - - - - - if anim attack playing and Renae's animation frame is above or equal to 5, run function 'hit' with perameter base.targetuid, create damage numbers, hit fx, etc
    • - - - - - - on attack anim completed, run back, on reached target position, set base.turn to 0, set var battlemode to advance turn, set turnmarker.x to left side of screen
    • if var battlemode = victory

    If var mode = cinema

    • If var scene = first battle
    • - if step = 0, walk in from screen left

    I hope that helps!

  • Arima We have not been nor do we plan to spam the forums but we will be selling game assets and game templates on IndieGameDesigner.com, if that ruffles a few feathers, and it has already, so be it. It'd be more constructive if people actually discussed what they want to see in a site that offers free and zero commission premium content that anyone can contribute to.....but it's easier to just bring up negative things others have done elsewhere, effectively implying that we will do the same.

    I wasn't implying that you specifically would spam the forums, and I don't think anyone else was either, I was referring to what animate said about the possible effects on the community it could have, potentially turning the helpful community into a marketplace, resulting in various users spamming the forum with their templates. Sorry that wasn't clear in my post.

    And I have to agree that it is a valid concern. We have one of the nicest communities around and it would be nice to keep it that way. Ignoring something that significantly affected another community is not a good idea. That's not to say it would play out the same way here - perhaps there's a better way of doing it - but it's a valid point for discussion.

  • Updated with r132's extra options

    Darkgrey: http://www.amirai.net/forums/Darkgrey.xml

    This is only a partial theme - it requires mixing with the office 2007 black style theme in the view tab of the ribbon, and modify the windows color settings for a more complete effect (making the event wizard and such mostly dark as well).

    You might want to fiddle with it, as it makes the names of tabs quite hard to read. It works for me since I generally have few tabs open and have them arranged in the same order.

    <img src="http://www.amirai.net/forums/C2color.jpg" border="0">

  • havenrocket - the reason there aren't as many C2 games on iOS or android as unity or udk is because they have a huge head start. The first version of unity was released in 2005 and the first version of unreal engine was in 1998, and then opened up as udk in 2009. The first public version of C2 - which was more of a preview, really, as it couldn't make much more than pong - was released in 2011. It's only relatively recently that C2 has gotten to the point of being ready to properly make games with, and now that it is, it's going to take a while for people to make games with it.

    C2 isn't only a hobby tool, there are people making money with it already. If you want to make a 2D game, regardless of the genre, C2 can do it. I hear unity is quite clumsy to work with in 2D. I haven't heard much about udk so I can't comment.

    Just remember mobile hardware is vastly inferior to desktop hardware, and design your game within those limitations.