blurymind's Forum Posts

  • Ashley > I see. If it's too complicated and hacky then you're right.

    Thank you for developing C3 I hope it's alpha/beta comes out soon. There are certainly a lot of non-windows users who can't wait to get their hands on it

  • Ashley

    they say that httpapi has a long road before it works in wine so it wont happen any time soon. C3 will probably be ready before wine devs sort that out as it is also low on their priorities.

    Nw.js c2 compiled (export project) games run beautifully natively under linux. But they take time to compile and it is not possible to debug them.

    When I set my construct2 project's preview browser to NW.JS, and then play the layout, construct2 still creates a server and of course WINE fails because it needs httpapi to work. So NW.js preview (play/debug project) does not work in wine, because it depends on creating a server. There is currently no possible way to preview layout or debug game in construct2 without creating a localhost server.

    Is there a reason nw.js preview depends on localhost? Would it be possible to skip creating the localhost and just previewing the layout with nw.js? after the game is compiled and exported with nw.js, it does not need to create a localhost. So why is construct2 editor so dependent on it for nw.js preview?

    Certainly having the option to skip creating localhost will be useful, not only for linux and mac users running it wine.

  • Is it possible to do? Construct2 is dependent on creating the localhost server, even when it's target platform is nw.js!

    Unfortunately that is the one thing that WINE cannot do - so it's not possible to run layout in linux and mac. Otherwise the editor seems to be very stable and can even export the games. It just takes much more time to export the game and test it and we cannot debug it either.

    So this is a question to Ashley :

    Can we get the editor to run the layout without creating a localhost server? This would be a nice workaround for everyone who wants to use it under Linux before construct3 comes out natively. A tickbox in preferences to disable localhost would be awesome!

    I guess that because it is a html5 game and html5 wont allow some things to work if the files are not on an actual server, the only way to do this is to run it with nw.js. So running a game layout with nw.js should allow to do this.

    Btw here is the bug report I posted at wine's bug tracker:

    https://bugs.winehq.org/show_bug.cgi?id=38245

    The developers dont seem to be all that interested in fixing it. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    So if we can somehow get it to run layout and debug layout without the localhost server, it will make the editor much more useable under wine. Another thing that would be nice is the ability to tell nw.js which platforms to build for. Right now it builds for all platforms,, which takes a long time and creates a much bigger output. While testing the game, or 99% of the time, I would prefer to build it for only the platform I am working on. A nice tickbox to select which to build would be a nice addition to the editor!

  • sorry for the noob question, but whats the best practice when you use this shader for snow or rain? Can it be set to a layer? How do we get it to tile? Example scene would be very much welcome!

  • jojoe

    Well, ultimately when construct3 comes out we will probably be the first ones to buy it again, us and all the mac folk.

    But with no idea as to when construct3 is coming, our only option is to run it crappily via wine. But we are so close. Construct builds native linux64 with nw.js.

    I just wish I could set it to build only to linux64 until the game is complete. Then of course the other target platforms will come in handy.

    nw.js is so huge though.

  • Alternatively, has anyone found a way to run the game in debug mode without asking construct2 to create a local host server?

    Is it possible to get nw.js to run the game without the need to host it? This would allow us to quickly RUN LAYOUT, without the need to export the game for hours

  • do you plan on adding a specular effect to this shader?

    It would be a very sweet addition!

  • count me in too

    If there is an early adoption beta testing programme.

    I have a huge (over a 1000 lines of logic) construct2 project and am eager to test it out on a native linux editor and continue working on it there.

  • any news on construct3? This somehow turned into another benchmarking thread.

    Ashley is there any estimate on c3 news? What is the progress so far?

  • I think that the only way to show the world that a game engine is relevant on a platform (android) is to build a game on android with it that runs at a normal speed - on statistically the most common device (samsung galaxy?).

    In that case, scirra could make game jam games to test out its own engine and actually publish them as free demos on google store. Then when selling the engine, include the source code of one of those said games to show people how it was made to run at a normal frame rate.

    Does scirra have a google store account? Are they also a publisher?

    In the case of GODOT engine, the guys who made it actually made it to make games with it themselves-commercial games, published a number of games to different devices and then open sourced the engine - giving it to the entire world for free.

    Their marketting model is different, but their engine has actually proven that it is relevant for commercial games.

    In that case, then scirra could get in touch with some of the developers of succesful games on steam made with construct and ask them to share the source file of a level/demo. As for android games, I havent seen any commercial android games made with construct. In that case I have to agree with a lot of people here that the framerate is terrible when run in xdk container. But that was a year ago when i tested it and technologies do evolve. I still believe that html5 will become more usable

  • the addon is nice and I bought it, however it is utterly a pain in the neck because the actual game editor does not support 3d. You have no way of authoring your levels. It all has to be done in code.

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  • Ashley

    If the reason of poor performance in construct made games is in the way people design their games with it, perhaps a better way to find bottlenecks when the game is run in debug mode and some design changes in the editor to discourage people of using poor practices might help the problem.

    This is actually something that one of the developers of gdevelop said when we discussed getting a feature similar to one in construct's. He said that in Construct2 there are behaviors/commands that are wasteful and encourage people to do bad unoptimized design for their games when doing the simplest things.

    That said you are correct. Construct is way ahead of competing visual programming tools in terms of features and that is exactly because it focuses on html5. It is it's strength and it's weakness.

    That said, I have a question about construct3 - an actual question rather than a feature request! How far is the development of the editor? When will you post an update on it's progress? What libraries is it going to be using in order to run on multiple platforms? I am interested because I want to run it on linux. Will there be developer sneak peaks in your blog posts?

    So far people have kept complaining about the damn exporters while they could have genuinely been following with excitement the progress of the new editor.

  • you guys should give gdevelop a try:

    http://compilgames.net/

    It has a similar approach to programming to constructs's and comes with native exporters for windows,linux and mac. It also does html5, but it can compile native code as well. Being based on sfml, it is also going to in a few months support compiling native code to android.

    It's free, open source and has some really neat features. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    They recently added admob, so you can embed ads in your game too.

  • I have uscript and dont understand why you think it is similar to construct's event sheet

    They are nothing alike. Uscript is a node based approach, c2 is an even sheet approach

  • Unity has a much bigger team of developers and budget.

    Not to also forget a bigger community. Their Editor now runs on Linux too - added to mac and windows. So they got there first already.

    Construct3 will likely never be as strong as unity. Construct's main advantage really is the spreadsheet style programming. Unity has a number of cheap assets that address visual programming in a number of different ways - but none so far has done it in the spreadsheet two-column coding fashion.

    Construct3 will never be a 3d game engine until the actual level editor supports 3d.

    Ashley has stated that it wont support 3d game development.