Arima's Forum Posts

  • If you want to reduce the frame rate for testing purposes, just add an event with a loop that checks for collisions thousands of times each tick. You can adjust the number of checks to get the framerate you want. This shouldn't be used to try to limit the framerate for how people will play the game though, as in addition to being wasteful it probably won't work for trying to get a solid number of fps even if you try to dynamically set the number of loops based upon the fps, but it should work for testing just fine.

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  • Beaverlicious - use TUBE instead of youtube.

  • I use:

    On touch start

    Pick closest object to touch.x, touch.y

    Compare value: distance(touch.x, touch.y, object.x, object.y) is less or equal than object.width+200

    • set object value 'active' to 0

    That way by using a value, no extra objects are needed and your get a perfect circular radius for the touch detection.

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  • We moderators can't modify it either, I'm not even sure the admins can.

  • Ah, that makes more sense. Thanks for the info.

  • Thanks for the info and asking the questions for us. Quite happy to hear about web GL especially!

    Did you ask specifically/get an answer about JavaScript performance, or just mention that it was important to us?

    Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.

    Cocoonjs is limited to 30 MB?? That simply has to get fixed. Does anyone know why they would require games to be that small?

  • I've heard good things about BMT Micro.

  • For the record, ludei is currently working on implementing memory management for c2, so it should become viable at some point.

  • Well, the plugin doesn't exist yet, I meant that rexrainbow mentioned possibly making it. If you set pretty much everything to invisible and it didn't really affect fps, then rendering is likely not the problem. Go on to disabling parts of your code, like collision detection, and see what that does to the framerate.

  • Making an mmo is a monumental task that Nintendo could tear down in seconds with one cease and desist letter, resulting in a huge amount of wasted work. You should make your own original game instead. The big companies tend to ignore projects because most don't get anywhere, or are small enough to not really be noticeable, but many projects have been trashed when they were convinced they could use an ip in a certain way but were misinformed. I listened to a lawyer speak about this, and Nintendo would be well within their rights to shut down your project.

    Learn from what happened to the streets of rage remake - eight years were spent on it and sega shut it down days after release. Also pokenet - they never received any money at all and got shut down anyway.

    Seriously. Don't waste your time. Even if it's pokemon inspired, make something original.

    http://www.wired.co.uk/news/archive/2011-05/5/investigation-are-fan-games-legal

  • It's not optimal, but you can select the section of the forum to search instead from the list.

  • BluePhaze - Whoa, yikes - hope you get better soon!

    thehen - I won't be there this year, but do tell us how it went! I'm interested to hear about it from the perspective of a C2 user. :)

  • Thanks for the great answer!

    If I have other question it would be... what is the most intense Construct 2 project that's been exported to mobile devices? Like with the most characters, animations, rules etc that are in one single scene?

    I would love to see that to see if my future projects can run on it as I wanna make money on the App store with some pretty big games. :)

    I don't know if loot pursuit is the most intense project at any one point, as I'm optimizing as much as possible, however it is a substantial project. The main problem right now is memory management, which Ludei has said they've started working on. It was running fine on my iPhone 4S until I started using more ram than the device has (still runs fine on my pad 3 which has twice the ram), hopefully ludei's implementation will fix that problem (it sounds like it will).

    > Lovelocke64, actually by now, with Node-Webkit, C2 is almost as powerful as CC for desktop games, and it has so many benefits like active community, constant updates, more features, etc.

    Not trying to start anything here, but "almost" doesn't "equal". For my purposes, Node-Webkit is tricky to get video playback working, and for (enough) other users, they experience glitches ranging from unpredictable performance to audio glitches.

    I'm sure the same errors can creep up in Construct Classic, but nothing beats native export like native export.

    Besides, for our OP's requirements, iOS/Android development, whew. The Android development side of exporting requires even more troubleshooting to get "right". Another issue of the long-winded talks on "native export" support that pops up weekly on the forums.

    Although I haven't tried video in C2 yet, the lack of complaints about it makes me think that video playback was worse in CC, as in CC there was virtually no control over the video, it always has a control bar, and I seem to recall I couldn't even destroy the object. It was basically useless. :(

    CC export wasn't perfect either, players of CC games would sometimes report crashes. Besides, for every thing CC does better, which isn't much, there are a bunch more things that C2 does better.

    Also, I apologize if I'm misunderstanding, but it sounds like you're implying native export to android would make things easier - but from the developers I've heard from and talk to, native development sounds even worse! Hundreds, if not thousands of devices running tons of various modified versions of android with different hardware specs that often don't even support the features they claim to support. Native export is not a silver bullet that is always better at everything. It's no wonder scirra's competitors are taking so long to update if they're trying to make a native android exporter by themselves.

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