Chadori's Forum Posts

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    TheRealDannyyy - Now that I read this. I seem to agree that if Scirra doesn't improve then it will be outmatched by Godot. Honestly, the only thing that makes me hesitate in moving to Godot is because of the requirement of knowledge in scripting. But if it is true that Godot will make an easy event based system better than construct 2/3 and a compiler that doesn't make me crazy, then I do not see any reason to move. In my observation Godot seems to be like construct classic when it's easy event system and freeware was still a trend. Scirra is fun and all but we always need to look to something better. Besides Godot is a one click deployment and native, and that seems to solve almost all our problems in C2. Nice sharing TheRealDannyyy

  • I don't know if sharing this information is legal. But if it is and the Scirra Team is okay with it, I would like to know what Programming Languages and Compiler is used to make Construct 2. This is for my small class research and I would like to use Construct 2 in my research since I am more familiar with it. So do I have the honor to know ?

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    Don't rush the Scirra Team on making Construct 3. If they rush, many unexpected events will happen or it may get incomplete. Besides, it doesn't mean that Construct 3 is finished that it won't have any bugs. Construct 3 will also be like how Construct 2 started, it will certainly have some little problems at first. But if we wait and have patience then Construct 3 will be released properly and tested carefully.

  • Nice game especially for a first game. Just a tip, you should limit the score to 0 so it won't go negative and also add life points and fix the animation bugs that sometimes trigger when there is a landing problem during the climbing. But overall, it seems nice.

  • I agree. This will be very helpful. It really is time consuming using other programs to resize your images or calculating sizes just to keep the aspect ratio.

    Since you put it up, I will also like to suggest to make an image resize by percentage scale that also keeps the aspect ratio.

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  • Nice. Can't wait to try it.

  • HessamoddinS - I agree. This will really be a good feature.

  • TMsimonW - I tried the procedure but it exported successfully. Maybe something different caused this.

  • I see, but I do not understand how to apply it. Can you please give me an example situation or .capx that viewport can be used? If it isn't too demanding .

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    newt - A new typo *r225. XD

  • othmanal - Here is a tutorial I made for this: https://www.scirra.com/tutorials/5021/b ... es-pc-2016

  • Ashley - I'll try that but is the event I used to make a scenematic zoom wrong or do I need to find a new one or do you have a better one that I can use?

  • Can anyone give me a detailed information of "Viewport"? I really don't understand what it is? Thanks...

    Also, can you explain it like you are talking to a kid that has no idea about this?

  • othmanal . Based on my experience making Construct 2 games is that 1280px x 720px will be a great resolution for the future. 720px is playable and acceptable in high specs for example Apple Products and PC's but for Android, it is only playable in Android 4.4 and above depending in the game design. This is because the bigger the resolution of your game, the bigger your images are.

    But that is only one part of the factor.

    Another one is the Mobile GPU capability. A Phone might be new or is the latest android version or has a high cpu spec but if it's capability to render videos is only limited to 640x360 then your game performance will be a disaster in that phone. The reason is that the resolution of your game is higher than the specs of your phone and the images are also bigger than the resolution of the phone. Then the phone's Cpu will be rendering it all in compensation called Software rendering, and fps will surely drop below 30 (if lucky), below 10 more likely. Either way is bad.

    Summary:

    1280px * 720px will be acceptable if you publish only for Apple Products or PC's and etc but certainly "Not Android". Actually it is still playable and good performance in Android 4.4 (Kitkat) and above if it is high in specs.

    But the Safe bet will be 854px & 480px: You won't be having problem in your optimized game even in Android 4.2

    Safest bet: 640x360. This is actually recommended more for Pixel Games only. But assurance that it will work even on Android 4.0 devices.

    1980px x 1080px : Trust me don't try it. It will be very hard even for Apple Products and Android Phones can't render 1080px games without fps drop.

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    Based on your needs to work on Apple Devices and Android Devices :

    I recommend : 854px & 480px

  • This game makes me dizzy... The camera full rotation is a big "NO" unless you only limit to a 90 degrees turn and 45 degrees camera rotation effects. The game is a good idea but adding unnecessary and down-falling effects is a bad idea.