Halfgeek's Forum Posts

  • Pretty much any 2D game type/genre can be made with C2 and C3. The limit is on your own capability & art assets.

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  • In this era of indie devs, making a decent game isn't going to be enough to "make it", ie. financially rewarding.

    Even good games struggle.

    Make sure your game is excellent first and foremost in order for marketing to work.

  • Firstly, making an excellent game is a solid marketing foundation in itself.

    Then, post to reddit communities that involve your game's genre. ie, turn base tactics, cRPGs, etc. Preferably post during development if you have something to show.

    Same with discord.

    Both reach potential players directly.

    As you get closer to release, with cool stuff to show, contact regular gaming media with your pitch. Hopefully some of them cover you game.

    These are what worked for me.

  • > I removed it after the first test you made, since you specified it wouldn't work as an arg anyway;

    >

    > However I was using single process not for recording matters but more to avoid confusion with players with the multiple processes, some people who checked the task manager when testing my projects were mistrusful to see a game with 7 processes, I guess it's not very common in the video game domain

    Just tell them it's the game engine optimization at work. I think on Windows 10 the task manager shows all processes as one anyway.

    Had players on Steam question why my game local storage folders contain web browser histories and such, or multiple processes of nw.exe, and I always tell them its the engine I use, and point them a link to Node.js! Once they see a legit reason, its no longer a problem.

  • You can always make turret fire call functions with params, and have different turret objects, that solves duplication of weapon logic, but makes turret behavior more consistent and controllable. This is basically what I did in Star Nomad 2.

  • I've encountered this issue for years now, and yes, it's global, sometimes. It's weird.

    I end up running clear targets and resetting the turret on changing layout and then adding the targets again on the new layout, it works.

  • Alon the main way to use Construct 3 now is with this launcher:

    https://www.construct.net/en/forum/construct-3/general-discussion-7/construct-desktop-launcher-139502

    Keeps everything up to date, and can easily change versions if you want in a click.

    This is just what a doctor ordered, thanks!

  • Really awesome stuff. I may use your service in the near future, have to see how it goes on PC Steam first.

  • I've been following your blog posts on C3 runtime improvements and multi-threading via Web Workers, was wondering if these changes will make it to the C3 desktop build soon?

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  • Great to see progress on desktop build of C3. I love a local workflow, for bigger projects it just makes way more sense than reliance on cloud.

  • Reading through this old thread, I still stand by my prior statements. C2 and now C3, is not the limiting factor to your success on mobiles or PC/MAC. For 2D games, it still is the standard for other game engines to look up to for speed and workflow.

    To answer the original OP question, whether there's profitable C2 games, there have been plenty of profitable developers. I am fortunate and lucky enough to be among one of them and I still love to work with C2.

  • Not yet. Waiting for the offline C3, if they ever decide to do it, since I recall that statement somewhere awhile ago on the blog.

    I don't mind the sub fee as I bought the business license to support Scirra. I just want something that's full-featured offline, snappy and local, so I can work away from wi-fi sources when needed.

  • icugigasoft

    AFAIK C2 still lacks this option and it's because it's reliant on browsers and Chrome just doesn't allow this at the current time.

    So basically test your game on the high refresh rate monitors to ensure everything works as intended before you ship it.