Arima's Forum Posts

  • You might want to post on Ludei's forum about this.

  • Conversely, I think it's a disservice to NOT let people know they might encounter these problems. If I was new to construct, this is the sort of thing I would want to know about when deciding between CC and C2 for anything larger than a small game. It's better to hear this kind of thing up front than after months or years of hard work, discovering it on your own.

    Part of the problem with CC's problems is it's very hard to tell what causes them, so you're right, some of them happen to some people but not to others. But it's still a risk - if it happened to one user, it could happen to another, and people are generally in agreement that CC has problems. There are generally ways to plow through or work around them, but it got worse and worse in loot pursuit's case to the point where it's very unpleasant to work on any more in comparison to working in C2.

    I also seem to recall Konjak mentioning some problems with CC at one point as well, though I don't recall which ones, so I don't think his dev experience has been completely smooth either (though I could be remembering wrong and don't want to speak for him).

    Anyway, my stance is thus - CC is capable of making great games, but there's no way to tell how many problems you'll encounter along the way. If you want to ensure a much smoother dev experience, use C2.

  • 26 layouts, the most VRAM it uses at any one point in time is somewhere around 128 MB, levels don't really apply to the game as much, it started acting up a long time ago, don't remeber when - CC used to have more bugs than it does currently. For the current issues, a vague guess is they started when the .cap was maybe at around 12-15 MB (it's currently 38.9 MB, with a lot of resources external to the game for faster previewing).

    crowtongue - I can have a negative opinion of CC in comparison to C2 without it being a flame. I'm objectively stating that CC has problems, and describing those problems. I'm trying to alert people to the fact that if they try to make something complex in CC, there is a very good chance they'll hit some of CC's problems.

    Regardless, some derailment is fine, but I think you're right that this should probably become its own thread at this point.

  • I was just trying to be funny.

    the guy just had a simple 1 sentence question, that started this whole off the rails flame war in the help section.

    Oh, sorry. Missed that. I don't know that I would call it a flame war though - I certainly didn't mean to come off that way with my response.

  • Awesome, thanks Ludei!

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  • I think you're on the wrong forum. This forum is not for general purpose javascript, but for construct 2, which does not have three.js integrated.

  • colonel Justice - I don't know, I haven't found myself very limited performance wise with C2 (though I haven't tested my games on netbooks and such). My computer isn't that powerful either. Almost every place I've had any sort of performance problem I've been able to overcome through optimization. Of the two I haven't (one being on mobile), for one of them C2 is barely fast enough anyway. It's true that my games aren't the most processor intensive though.

    Also remember you can export to EXE with C2 now via node webkit, which functionally looks the same as a native EXE.

    Bartosh - Actually we do talk about payment on this forum. The discussion got sidetracked, which happens frequently on forums. We're presenting our opinions about CC and C2, I'm not sure what the problem is.

  • > In fact, C2 is capable of making something way more complex than CC can even begin to hope to handle.Fact? I'm disappointed to read such a wrong sentence from you. There is not one app that proves you right. Contrary, there are lots of complex applications made with CC that simply can't be realized with C2. Maybe I have to add the word "yet".

    You can't judge a tool's capabilities by the content created with that tool. Games take a long time to make, and C2 hasn't been out that long.

    True, there is functionality missing from C2 that CC has, but it's being added regularly.

    Regardless, even in its current state, I don't recall many games that were made with CC that couldn't be made with C2 (thumb war being the most notable example, but even then if C2 had sprite distortion it might be capable, though it might require a fast machine).

    There are also plenty of examples of stuff C2 can do that CC can't - probably more examples at this point, and those examples are probably more relevant to the majority of users (exporting to mobile, mac and linux, for example).

    Or you don't mean complex but quantity and not runtime but edittime?

    I'm not sure what you mean by that, but having made a complex game in CC with over 10,000 events, 500 objects and thousands of animation frames, I can state with some authority that my attempt to make something complex with CC didn't work well at all and CC is not reliably up to the challenge of making a large complex game. CC is barely, barely able to manage loot pursuit which is actually a medium to small game, and yet it takes 10 minutes to load the battle event sheet, 7 seconds of waiting for every single edit made to that event sheet, 30 minutes to undo or delete an object, 5 minutes to preview, there are events I can't move or edit without crashing the editor and I have to repeatedly close and restart the program when using the animation editor to keep memory leaks from crashing the program, not to mention all the instability caused by trying to do things like delete family variables or such keeping me from reworking the code.

    Conversely, my attempts to make things in C2 have worked much, MUCH smoother. Aside from the features it lacks (sprite distortion, etc) and event execution speed (which is plenty fast for almost everything most people will want to do), C2 can make the vast majority of what CC can, and a lot of what CC can't. It's better in almost every way.

    Even if CC didn't have its instability I would still like C2 more. More platforms, better editor, faster preview, actively developed - honestly, I don't understand why people talk like CC is the actual great version of construct when C2 is so much better. Perhaps it's because other people haven't tried making something complex with it yet to realize how frustrating CC can be. Or perhaps it's concerns about html5. I was concerned at first as well about html5, but it's turning out to be far, far more capable than I thought - capable of even outrunning CC's rendering speed by a good margin with a recent graphics card.

  • I'm just dishearten to see all my work become obsolete..

    I hear ya, man. It's easier in my case though because I was going to have to start from scratch anyway for most of what I was working on in CC because of how terribly I designed them originally.

  • Bartosh

    I loved the idea behind construct, however the developers didn't

    Yeah they did, that's why they're working on C2 now.

    Now it seems to me, ether you can still use C1 and try to get as far as you can before some debilitating error causes it to implode.

    Don't.

    or simplify your ambitions, pay up, and make a iPhone game.

    C2 is plenty capable of making something way, way more complex than a basic iphone game. HTML5 is not limited to simple games. In fact, C2 is capable of making something way more complex than CC can even begin to hope to handle.

    or just...move on...

    personally. I'm torn..

    I don't know why you have a bad impression of HTML5, but whatever you're thinking of making, as long as it doesn't require something crazy intensive like a thousand physics objects piled on top of each other, you can probably make it in C2.

  • Use the file plugin, the action 'execute file' and enter the web address in quotes, i.e. "http://www.scirra.com/"

  • Hardware acceleration for physics is only a part of cocoonjs (iOS and android). Ludei hasn't announced when it will be done yet, but they're working on it.

  • AhemExcuseMe - hardware acceleration for physics has not been completed yet. When it is, the speed of physics through cocoonjs should be much, much faster (try the demo that comes with cocoonjs to get an idea).

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