ErekT's Forum Posts

  • The issue of 'fake developer' is interesting to bring up though. I wonder if, were a C2 game to become popular, it would not be seen as highly as a game made in a more low-level engine. C2 is so good that it almost feels like 'cheating' to make a very good game in the software - would other developers feel 'cheated'?

    This also brings up a question which I have not been able to answer honestly - does a C2 game deserve as much respect as the same game made from scratch?

    Nah. Maybe you can get some more cred in programming circles but most gamers won't care a bit. The end product is what counts imo.

    Could C2 be used to create commercial game? What things prevent it to create prototype only?

    Yep.

    Nothing I know of.

  • I see. But this creates problems when a sprite's single-pixel readability isn't clear enough for you to eyeball the precise position and you need to rely on mouse coordinates. For instance when you're dealing with an 8-pixel large single color region within a sprite. In image editors like GIMP and Photoshop coordinate X/Y is always coordinate X/Y. It's important functionality I think. How about a toggle for this or a grid to be able to make out individual pixels a little better?

  • C2's event system is pretty similar to regular code with its functions and global variables and everything, so porting it shouldn't be much of a problem. Except you probably need to write everything into a text file manually. Also, depending on how much the game leans on pre-made C2 behaviours you'll have to write some kind of substitute for those as well.

  • Hello.

    I have trouble getting the origin point tool in the image editor to align properly with the displayed mouse coordinates. I made some example images to illustrate:

    <img src="http://i834.photobucket.com/albums/zz263/ErekT_Pixel/mojar_editor_1_zps712b5e22.png" border="0" />

    Here's Mojar from Dotfighters. Say I want to place the origin point at the top left corner of his belt buckle. I know that my needed X/Y position is 9 pixels to the right of the top-left corner and 13 pixels down from it.

    If I hover the mouse pointer at mouse coordinate position 9,13 and click then the origin point gets placed at the top-left corner of his buckle, like so:

    <img src="http://i834.photobucket.com/albums/zz263/ErekT_Pixel/mojar_editor_2_zps0c3d0c5a.png" border="0" />

    All good so far. However, if I move the mouse pointer closer to the middle of the buckle and click then the origin point gets placed one pixel further down and to the right. But the mouse coordinates still stay at 9, 13, same as before:

    <img src="http://i834.photobucket.com/albums/zz263/ErekT_Pixel/mojar_editor_3_zps476107f5.png" border="0" />

    This can be pretty aggravating when you're trying to align non-uniform frames in longer animation sequences and/or higher resolution pixel gfx. Because you never know if the origin point ends up in the right place when the mouse coordinates may be off by one pixel in each direction.

    It would be great if we could get a fix for this.

  • Great work so far, I look forward to the videos :)

  • hmmm i really don't know , if i ever found this i just would put their names on credit and if they need some of the money that i got from it ill give some like 30% this if i can't contact them! am i right about this??

    Sorry nope. Whichever company owns the intellectual property rights will likely slap you with a cease-and-desist if they find out. The internet is full of remakes and other freeware projects getting shot down this way. Game companies are concerned with protecting their IP's, not in getting a cut of your profits. That's peanuts to them anyway.

  • Yello.

    I'm Erik, some dude from Scandinavia. I'm into pixel art mainly, but can also hack something together in Basic code when I'm feeling techy. Had a sniff at Construct 2 a couple of months ago and found it �ber-promising so here I am.

  • It's copyrighted so no, you can't use it for anything you release. You could always try to send Playmore a mail asking for permission, but it's ripped from a commercial game so I doubt they'll let you.

    Just so it's said; you should *always* ask permission to use stuff that isn't yours. Unless the creator states explicitly that people can use it freely.

  • Cheers, that's good to know. :)

    While I'm at it, would you guys consider adding 2x and 3x scale to the browser object? If fullscreen scale becomes too hefty for some computers, this might be nice to have as a fallback option.

  • Thanks for the reply.

    Wow, forgot about the browser object. <img src="smileys/smiley11.gif" border="0" align="middle" /> For sampling, just the ability to save the setting to an external config file that got loaded on startup would be great. Don't know if C2 supports reading and writing to text files?

  • 'm reading that you can play games offline, but does that mean Construct 2 will export .exe's and so on for a "PC Game", not just something you load in a browser?

    There's a third party wrapper thingy called Node-Webkit that comes bundled with the last couple of C2 betas. It's still html5 of course, but builds run as a regular exe would. No browser. Seems to work very well.

    S already said, a high resolution is perfectly manageable by high end desktop computers.

    Please define "high end". Also, you might be surprised how many people out there use computers that are not cutting edge. I'm guessing C2 users would like to target more than hardcore gamers.

  • It would be super-nice if we could control project settings like 'sampling linear/smooth' and 'scaling letterbox/integer/crop etc' through events so the end-user could toggle them through an in-game settings menu. Don't know if it's feasible. Would be great though.

  • Kyatric:

    My drivers are as up-to-date as can be, unless Nvidia pushed out a new driver package the last week.

    Tokinsom:

    Yep, that jittery, herky-jerky updating kicks in for me as well when things begin to slow.

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  • Thanks, but nope. I'm already making use of the scaling options in project settings.

    The thing is that while you can set your game resolution to scale up to fill the screen, the screen will always be set to the target device's native resolution. On PC's and Mac's, if the desktop resolution is 1900x1200 then a game resolution of 400x300 gets scaled four times with letterbox scale. That's fine, except 4x4 scale seems to suck up a *lot* more gpu power than 1x1 or 2x2 scale for some reason, even with webgl enabled.

    I've tested on a Geforce GT 540M and a Geforce 9500, and performance drops to something like 10-20 fps on both of em if the desktop resolution goes beyond the 1280x960 range. These aren't the beefiest gpu's around, but they're not feeble either. If they can render a game resolution of 400x300 fine at 1024x768 desktop resolution, then they should be able to do the same at 1600x1200, no?

  • Hello.

    I notice that C2 builds start chugging as desktop resolutions go up, especially if you throw a couple of shader effects in. I have no clue how C2 actually handles scaling, but if I was to guess I'd say separate scaling operations are done on each object in view. Is that correct? Also, seeing as the gpu takes such a massive hit from rendering an upscaled view with shaders I guess shader effects get applied after scaling is done too.

    If I'm right, wouldn't it be faster to render everything at 1x1 or 2x2 onto a buffer of some kind, then just upscale the buffer to the target resolution in a single scaling operation instead?

    Lots of people have desktop resolutions at 1600x1200 or higher and they will not be impressed if my humble 2D games get outperformed by something like Skyrim on their systems :P

    Just a thought. I may be completely wrong about how scaling is done. But still, if C2 builds have to run at desktop resolutions I think some kind of optimization is needed here.