Arima's Forum Posts

  • [TUBE]http://www.youtube.com/watch?v=gNRi0xcwW_s[/TUBE]

    :)

    Made with construct classic, but everything in it could have been done with C2 as well (I wouldn't recommend using CC over C2, especially if you want to make a large project like an RPG. C2 is far, far better, and CC has a lot of... issues).

    Upsides? Tons of them. Easy to use but still powerful (basically as long as it's 2d, you can make it in construct), the program is updated almost every week, helpful friendly community.

    Tshirtbooth, an influential GS user, recently decided to switch to C2 from GS, so that's a vote of confidence there. :) http://www.scirra.com/forum/topic59146.html

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  • Groups, while not events, count for the number of events. There also could be 'hidden' subevents, as subevent trees can be collapsed like groups can.

  • I got my ipad 3 like a month and a half ago, but I don't have buyer's remorse. The improved camera and 2x speed would be nice, but the one I have is fast enough to run the games I'm currently making and everything else I want to use.

  • I really hope we get sprite distortion eventually though. I loved it in cc.

  • The best I can think of is to use the drop down menu in advanced search to search one the c2 forums specifically.

  • If you want construct games on a mac, you'll have to use c2 and either play them through a browser or wait for awesomium to support making mac apps. Either that or use one of the various methods of running windows on a mac, as construct classic doesn't support anything other than windows.

  • Pode - yeah, I don't believe it's a conspiracy either. I was just mentioning that apparently a good number of other developers think so.

    Even though web apps have nitro, could it still be possible that the extra security still hampers it though?

    I don't believe that apple would ditch the app store if they could. They had an opportunity to do that when "unofficial" software first started getting written for iOS devices - their response was the App Store. It might not be a money maker for them, but apple does like having control over the user experience, though a lot of crap manages to get on the app store anyways.

  • Apparently people have, and apple's done nothing about it. I've found articles talking about developers thinking it's a conspiracy by apple to sabatoge web apps because then apple doesn't get the 30% cut from the App Store. :P

    I found a page which mentions something that might explain it: daringfireball.net/2011/03/nitro_ios_43

    "The real answer is about security. Perhaps the biggest reason for Nitro?s performance improvements over WebKit?s previous JavaScript engine is the use of a JIT ? ?Just-In-Time? compilation? A JIT requires the ability to mark memory pages in RAM as executable, but, iOS, as a security measure, does not allow pages in memory to be marked as executable. This is a significant and serious security policy. Most modern operating systems do allow pages in memory to be marked as executable ? including Mac OS X, Windows, and (I believe) Android1. iOS 4.3 makes an exception to this policy, but the exception is specifically limited to Mobile Safari."

    That was iOS 4.3 though, so I'm not sure it applies anymore. It sounds plausible though that the extra security could be hampering nitro. Anyone know?

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  • cesisco - no, since it happens in my game as well I can just use my own.

    Pode - do you mean this part? <html manifest="offline.appcache"> I tried deleting it but it had the same problem (and I uploaded to a new directory to make sure it didn't run an old cached version).

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  • As I understand it, apparently browsers start playing the games before they've finished optimizing the JavaScript (presumably to improve loading times) so performance can be spotty at first, then improve. That sounds a lot like what you're experiencing.

  • Hmm - interesting, it actually does happen with a game I'm making but not much with the sprite test. Definitely seems to be a JavaScript execution speed problem of some sort rather than rendering.

  • Thanks, but without the capx I can't poke at it to try to find what the problem is. Can you pm it to me?

    I tried my sprite test on the home screen and got the same performance.

  • As far as I know, the games have to be exported in r105 or newer, so games exported before then won't take advantage of the new web audio API.