glerikud's Forum Posts

  • This can vary depending what browser you use. Try setting the font size using events relative to the screen size.

  • tunepunk These additions come handy for PC development too, not just mobile. Thank you.

  • ...Anyway, making things simpler to use is always a good direction.

    True. Simple is good while it's not limiting the functionality.

  • 1. blox is nothing like node based mehods

    2. blox need much less code (in c2 you have to get x and y and set 2 variables but in blox you set them in one code)

    3. blox is like unity scripts so you must make them for each object so dosent matter how much big is your project you never need too much blox at the same sheet

    4. for non programmers c2 expressions is like programming but not in blox

    5. make a one small game with it then compare it with c2 its so much more then c2 becuase its unity + blox

    1. This is why I said node-based methods also suffer from orgranization problems.

    2. & 3. Ok, then I didn't express myself correctly, sorry. I was thinking about complicated, lengthy scripts. Serious projects tend to have some of those.

    4. So Blox simplifies that part of visual programming?

    5. Since I was talking about big projects, there's no need for making small games to compare the two regarding this conversation. However I'll probably do some tests in the future.

    +1. We should move to another topic or continue this elsewhere, since we're off topic here.

  • Fixed.

    Thanks

  • why ?

    Not regarding performance, but in my experience bigger projects built with that method result in a messy code you'll have a hard time to see through. Node based methods (like blueprints in UE4) also suffer from this problem. It ultimately comes down to user preference, since some programmers prefer text-based code for bigger projects. C2 offers very good orgranization methods for your event sheets and if you use them correctly, you won't get lost in the code.

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  • Thanks for your replies, with the terminology "preview over LAN function" and "preview your project instantly over Android in your Browser" can you please clarify the meaning of these. I know in the free version it can preview the project in the browser anyway so I am unclear of you meaning with these.

    Both mean the same thing. You can read more about it here: https://www.scirra.com/tutorials/247/ho ... al-network

  • You can code almost anything using the event sheets, so what you asked can be done. You just need to learn how event sheets work and build up your own code.

    Regarding the Android publishing: You can preview your project instantly over Android in any browser, you just need a personal or business license to use the preview over LAN function of the editor. If you want to export to APK, then just as Divivor said you will need to use a wrapper like Intel XDK or Cocoon.io.

  • hi,

    use unity + blox 3 plugin

    sorry scirra

    This looks one interesting plugin, I haven't seen it before. However Unity has a much bigger learning curve than C2 and that block based visual programming the plugin uses is not so efficient as event sheets.

  • Thanks for sharing. If I remember right, Ashley said something similar not long ago in one of the topics.

  • I agree with R0J0hound and PixelPower . While you can carry your logic between languages and engines, you should not develop your game twice. If you want to use 2 engines, I'd say creating a prototype in one and the full game in the other is the preferable approach. But IMHO it's better to learn one engine to the professional level if it fits your needs.

  • I suggested the export because it can show you that the problem either lies in the preview server or in your code.

  • Yes but It make no sense for anyone to have 10 event sheets with the same code and only minor modifications in each event sheet. I have well over 100 events in my games no problem.

    Yes, reusable code is also important.

  • ...so I decided to make a 2d MMO game using a easy to use engine but there far to many problems for the type of project Im creating.

    MMOs are one of the most complicated games you can make. You won't have it easy no matter what engine you use. I don't know what you did regarding copyright, so don't take this as an offense, but you might want to avoid using that icon on your YouTube profile before EA sees it.

    I'd suggest you should take the advices you got in this topic so far. Take your time, learn how this engine works and sleep with the manual And don't forget, if you have any questions the community is always here to help.

  • I'm sure your advices will come handy for newcomers. However keep in mind that it's not the event sheet number that is slowing down a game, but the unoptimized code. So building efficient code with great organization is more important. You can have that code on 100 event sheets, it will still run well.