Elliott's Forum Posts

  • Ashley

    Sure, capx of the simple test

    iPhone 4S - Safari - First few seconds 45-60 then a solid 60 with the occasional 59.

  • Nothing - someone could steal it easily.

  • Yes but if you have percentage figures then one assumes you have data to back it up.

    Unless it's anecdotal, which is useless.

  • >

    > I really think some people have the impression that if we write a native exporter, hardware specs will magically increase.

    >

    Ashley please just make one game with unity and then you see native performance is really different and so much better !

    This is just getting stupid...

    Does anyone have a solid example of Unity performance being better? I don't mean just listing complex or successful indie games (because, spoiler alert, complex games are made by talented developers - not tools!) - I mean a side by side, equal quality performance comparison.

    Same assets, same mechanics, right down to the only difference being the engine.

    Clones should be easy enough to compare - otherwise we're not arguing about performance, we're arguing about scalability, and scalability is a problem to which developer talent is just detrimental as the tool.

  • Thank you for the applications Still accepting more developers!

  • Can anyone provide an example of this lack of smoothness? Latency is near perfect in my experience.

  • The latest beta can open any C2 project created by the latest stable.

    Thanks to Scirra's policy of depreciating rather than removing, C2 is for the most part entirely forwards compatible.

    The lack of backwards compatibility is simple, using a feature that exist in one version but not another would break the engine - this is made safe by a simple version number check.

    If you haven't used any new features, you can spoof the version number by unzipping the .capx and editing the source files in a text editor.

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  • I'm a bit behind - what is the reference implementation?

    Love the work by the way, Spriter is next to C2 in terms of value for money.

  • Just to keep this growing - we need to more developers! Keep applying

  • Just checking in to ask about in-game animation manipulation - being able to have character point their arm at the mouse x/y would be amazing.

    Any news?

  • The gameplay should result in a numeric score, like games such as Flappy Bird or Super Hexagon - the game ends when the players (the games are theoretically endless).

    You do not have to create a leaderboard - the game should simply consist of a title screen, an instruction page and a game over screen.

  • Initial work is at the discretion of the developer, and then normally revised after QA (fine tuning) - there are several spec concepts lying around, so future work may be based on your own ideas or those.

    As long as it fits the following criteria:

    Is high score based.

    Gets harder as you play.

    Is fun.

    The game is eligible

  • I'll keep it short and simple.

    I need high score based mobile games that feature incrementing difficulty.

    You will not need to wrap or compile the game, the .capx is all that is required.

    I will pay $400 USD per game.

    This is spec work working under experienced developers. Games are subject to a QA process. Payment is issued on delivery and processed immediately.

    If you have a PayPal account and are proficient in C2, this is a great way to make good money.

  • I imagine we'll see level of rebranding when C3 is released.

    Until then, if it ain't broke...

  • No, you can't.