cjbruce's Forum Posts

  • In addition to the above, do the following:

    1. Put your events into Groups.

    2. Run your game in debug mode and look to see which events use the most CPU.

    3. Optimize as necessary.

  • I'm with Havok. All I would need is something simple to keep the casual user from copying the game or running it on another site.

    In the past I've ran across a person who set up one of my games on his personal site and let other educators know they could run it from his site so they could play the game without having to see the ads on my web pages. That was a Flash game before I copy protected them. I'm pretty sure he just copied it to his site and ran it. Nothing sophisticated.

    Another option is to serve all of your math content from php scripts. I have taken this approach for several of my services, and it works pretty well for educational content.

  • >

    > > Interesting, can you name some plugins and what do they go?

    > >

    >

    > My top 5:

    > SeedRandom

    > CSV

    > rex_Layer

    > LiteTween

    > MoveTo

    >

    These Seem to be useful - just not for a normie like me right now haha.

    Litetween is already ported to C3, and rexrainbow is working on all of his. Many of these are convenience plugins that can be done with events. The big one for me is Q3D, a comprehensive set of 3D plugins and behaviors that turn Construct 2 into a 3D game engine. It is the reason that I can’t port or recreate my largest projects in Construct 3.

    The lack of 3D support is the big one for me right now. I’ve been working in Unity for the past eight months because of this. I am dreading trying to make Unity WebGL export functional (currently 20fps on a laptop, 1 frame every 10 seconds on mobile), when I know C2 + Q3D could do it with performance to spare. Its just that Q3D is stuck in 2015, and we are looking to launch the game in 2019, and then potentially have to provide support for years after that.

    I’m hoping that someone with a kind heart is willing to make a replacement plugin with capabilities similar to Q3D that runs in the C3 runtime. Any takers?

  • any help please ?

    i can't find a way

    thank you

    Do you have an iphone X to test on? If so, check to see what the javascript call above returns for it.

  • > Is it at all possible to "scroll" a UV map via offsetting, on a 3D object In Q3D, so it infinitely loops in a particular direction?

    >

    > Thanks!

    >

    i think so, been a while since i used it, but it may be possible, take a look at the official example that has tiled floors!

    It is possible. Q3D gives direct control over UV offset in the event sheet.

  • Many thanks for your thoughts. The game looks fine, but I’m on the hunt for a clearer system for adding quiz content than this seems to offer. I might have a closer look if I find nothing more suitable. I’ll keep on looking for now.

    I’m a teacher too, have been an avid Construct 2 user for the past four years, and have developed many small learning tools for my students, along with several major tools. What kinds of questions are you looking to support? Which content area?

  • We use ipads in school and my most recent projects are memory-intensive. I have found that four-year old ipads are fine as long as I keep the memory used by a layout less than 130 MB.

  • Fair enough! Although I haven’t tried Scirra’s service myself, I don’t imagine that Unity’s service would be any better than Scirra’s based on this kind of load.

    My comments above were based on the assumption that you would need hundreds of units, but if you have only a handful of units and you can probably update game state several times a second. If determinism isn’t required, then there isn’t a requirement for integer data types.

    I am totally excited to see you try to get this working. I think the concept is really cool and ambitious.

    Big companies tend to have their own codebase, and in many cases their own in-house game engine, for production , with each programmer owning a very small portion. Construct isn’t a good fit for this approach.

  • Hi there. Im making an artillery worms style game, but i want the terrain to be made out of sprites with physics.

    I wonder if Q3D can handle 500+ sprites with physics better than the native Box2D (i mean, better enough to justify buying it)

    thx!

    Q3D physics is 3D, with all of the additional overhead. In practice, I have tried to make the same game with C2 built in physics + 2D graphics, built-in physics + 3D graphics, and Q3D physics + 3D graphics, and was pleasantly surprised to find minimal performance differences between the three. I would not expect that a 3D physics engine would ever beat a 2D engine, however.

  • Absolutely! Many developers use Construct for exporting to mobile.

    A static website is one that doesn’t change its content. Blogs are dynamic—people can write in and make comments. All Wordpress sites (most websites nowadays) have the capability to be dynamic, even if they aren’t used that way. In static sites, all of the content is scripted by the website developer.

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  • Interesting. A javascript-> php interpreter?

    What it is that you are looking to do with php? The language is pretty simple to learn to get the basic functionality working.

  • Do you know news about the existence of any of these plugins or any other web technology-based plugin?

    I'm not sure what you mean by a php "plugin". php is a server-side scripting language that has nothing to do with the device that the Construct project is on.

    Maybe you are referring to the AJAX plugin that can be used to communicate with a server running php? The AJAX plugin works great, and I have used it in many projects to communicate with a php server.

  • Ok, so here's my basic idea for a game and I'm trying to decide if it'll work in C2/3 or if I need to slog through Unity.

    The game is basically going to be a moba. There will be a login/matchmaking server. Once a client readies up for a game and the matchmaker finds players it will create and start a game server. Clients are then transferred from the login server to the game server. Once a match has ended the clients are transferred back to the login server and the game server shuts down freeing resources (think LoL or Dota2). I definitely don't want this to be a p2p multiplayer. I want it server controlled.

    I think I know how this can be done using C2 with Ajax, PHP and MySQL. What I'd like to hear is how you'd approach this type of configuration using C2/3. In particular, how you'd handle the game server. Would you do an NW.js export and just have PHP copy and run the game server or ????

    Thanks

    A LoL/DOTA-style MOBA or RTS is pretty ambitious using these technologies. I think you are going to run into two major issues:

    Message rate limitations: In my experience, trying to send more than a few messages per second to a php/MySQL server will quickly overwhelm your server, as it has to receive the message and read/write to the hard disk synchronously every time. In something like LoL or a traditional RTS, each player might clicking several times a second, and each of these might generate a message to the server, quickly overwhelming it. This is just for a single game. If you have 10 games going on simultaneously, each game might require its own server, quickly driving your costs through the roof.

    Lack of an integer data type: Because of the large number of units involved, MOBAs and RTS games don't try to send the entire game state over the network. This would require gigabytes of data every second. Instead, they only send player inputs, and each computer is responsible for computing the results of all of the inputs. This requires a deterministic computation. To do this, you really need to be using integers instead of floating point numbers. Because it runs in a browser, you don't have direct access to integer data types in Construct, and this will introduce errors and inconsistencies between different player's computer's versions of the game.