Arima's Forum Posts

  • Quite exciting, but seems like it's a ways off from being ready, though I might be wrong about that. In the pipeline though is stuff like webgl support through OpenGL ES.

    https://github.com/lorinbeer/Pender-android/issues/4#issuecomment-10942831

  • Small projects in CC are fine, but do yourself a favor and don't try to use CC for a medium to large sized project. Just don't. Use C2 instead. Using CC for such a thing is too risky with its problems, most of which seem to crop up in larger projects. Some people encounter more of them than others, but it's not worth risking when C2 is so much more stable.

    I worked on a project in it for years and eventually had to abandon it and start over in C2. Having to do so was very unpleasant and yet blissful at the same time because of how much smoother it is working in C2.

  • Neat stuff from you guys as usual! :)

  • It's called the pixel fill rate, how many pixels per second a gpu can draw. All gpus have pixel fill rate limits, though recent gpus are ridiculously faster. Older gpus will hit those limits more quickly the same way mobile hardware will.

    So yes, drawing a big quad takes more work than drawing a small one.

  • Ashley - I agree with everything you said except the part about testing the performance using preview over LAN. Since that uses preview code with checks, it's far slower than the exported code, and really hits the frame rate on mobile. Any time I want to check the performance, I have to export, upload, and then open the link in the browser.

    Could there be an option to use exported code for the preview? I know why you wouldn't want users using it all the time, as it would make it harder for you developing c2 if people used it exclusively and missed the error messages, but as a user developing for mobile I rarely get errors but frequently need to check performance.

    Finding out what's causing performance problems on mobile (and desktop at times as well) is a tedious process of tweaking, exporting, uploading, reloading and repeating, whereas the process could be done with one click.

    Maybe a right click of the preview button or something?

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  • Speed is still a large concern using C2 if you are making anything with a large computational overhead, i don't see this changing anytime soon with javascript. You need to have used CC extensively to make any fair comparisons/arguments about the capabilities, they aren't something easily seen from the surface.

    I've used CC and C2 extensively and comparing them, C2 can do the vast majority of what CC can. C2 isn't as fast at event execution, but the vast majority of users won't have any problems speed wise or need the features from CC that it won't get.

    For those who do want those things, though, I understand your disappointment.

    You're better off using java if you want to make something serious that will also be multi-platform. A lot of people used construct to make something more than an angry birds/fruit ninja/cut the rope/generic app clone. CC and C2 as things stand are different tools for different Jobs, and although C2 does it's job more effectively than Classic, it does not, and most likely will not be able to do classics job for a long time (if ever, depending the direction scirra takes).

    If you used java, you would miss out on one of the main things that makes construct two so great, its event editor.

    C2 is more than capable of making something more than a generic app clone. C2 can do classic's job just fine as long as you do not need the specific features or event speed that it lacks, which again, most people don't.

    shinkan - I made some event speed tests earlier in the thread. I messed up on my first attempt though, so look for my second set of tests on page 4. I also tested rendering speed earlier, and c2 wins in that department.

  • JohnnySheffield made four plugins to do at least some of the stuff node webkit can do, I'm not sure if anything was left out.

    Node-Webkit<font size="2"> - JohnnySheffield</font>

    Node-Webkit Node.js OS module<font size="2"> - JohnnySheffield</font>

    Node-Webkit Node.js PATH module<font size="2"> - JohnnySheffield</font>

    Node-Webkit Node.js FS module<font size="2"> - JohnnySheffield</font>

  • Use groups - because they're collapsible, it solves thae scrolling problem.

  • I don't have the capability to edit it. I can delete it and you can reupload it though, let me know if that's what you want.

  • Use [TUBE].

  • It does if you double click the object in the layout, but not in the objects tab. I agree it would be nice if double clicking it in the objects tab would open the animation editor.

  • Node webkit.

  • If you're planning on using JavaScript for the game, I don't understand at all why you wouldn't want to use c2. You won't get any speed benefits because c2's runtime uses JavaScript as well, you'd have the same limitations c2 has, and you'd have to spend a lot of time learning the intricacies of working with JavaScript and its quirks, which c2 already does for you, and Ashley has put in a lot of effort to optimize it so it runs smoothly. It would be reinventing the wheel.

    If you want to use JavaScript for something, just use the SDK and make a plugin.

    You should also read scirra's blog about the advantages using c2 over coding your own game is straight js: https://www.scirra.com/blog/52/construct-2-vs-javascript

  • It's gotta be good enough for games or else why would Nintendo support it?

    From the article:

    "The Wii U console is powerful enough to smoothly run such applications as developed in this way without writing any specific programs."

    No mention of webGL, though that doesn't mean they won't support it. They also mention some other aspects of the system are running using HTML5 and web technologies already.

  • Bartosh

    and C2, and HTML5, just seem a LONG ways from being were I need it to be.

    Out of curiosity, what is it about C2 and HTML5 that isn't where you want it to be? You said something about the speed and client side resources, what is it you want to do?

    but I think i'm done with gamemakers

    I think I'll just start strait coding my projects, its going to be hard to start all over again. but at least code never really goes obsolete.

    I'm not sure of your experience level, but in case you're unaware, as I hear it conventional wisdom is most who try that route don't end up making games, they spend so long on the engine they don't even get to making the game itself (make first version of the engine, lots of it needs reworking, rework it, technology has improved and the engine needs to be updated again to look modern, rework again - years of work).

    Even if working in C2 isn't quite the workflow you want, it would almost undoubtedly be easier to work with than rolling your own engine.