jayderyu's Forum Posts

  • Large layouts have never really been the issue. The problem is in how many different assets you are using. Once an asset is loaded that asset never leaves memory.

    So unless your using 16x16 graphics there is still no way to support massive visually diversified world. And re-setting an area does not support this memory issue.

  • JamesXXXYZ

    Nope. C2 requires tons of PROGRAMMING. The selling point is that developers don't need to CODE. There are two levels to C2. The easy level where you want to only be and that's fine as I'll get to that in a second. And then there is the advanced level where traditional coding occurs.

    With sufficient tools you will never need to code. Including guys like Quazi who can make a 3D plugin for developers like you who don't want to pull up the text editor and starting coding. And that's fine. I like C2 because of ES Programming already.

    And what Scirra's path with the tool does not stop what others want to enhance it with. That's the entire point of Plugins for C2 and C3 more enhanced IDE for better SDK developer features.

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  • I'm not sure, but maybe you should file a bug report for the Pathfinder. Games are allowed to be played outside of the layout. Especially in a procedural generated game.

    The way I see it. $10 is worth easily worth saving 2 days of work. In fact I work with Unity at my company. I have purchased a handlful of $10-$20 plugins that saved me months of work in total. $50 to buy or $5000 to make?

    And even with the Store out now. People still make free plugins. So I have no worries

  • Mostly because this is a architecture feature request list. The base components that will allow such features. Though sometimes I can misplace or overlook the meaning of a feature.

    For example math expresion in property fields added.

    you can make a plugin that has noise functions so that's not really architecture as C2 can do this.

    I believe plugins/behaviours do work outside the layout. Just use unbound scrolling.

    I've requested the engine to be NodeJS and use CSS. That would allow for incredible theming.

    HeroEngine isn't an IDE or tool. It's a core game system. However I have requested that the engine support networking capability. So that such a feature could be made. Even is Scirra doesn't do so.

  • shinkan

    I'm not arguing about not wanting it. I agree with you, but Ashley reason is solid from his point of view. I don't see it changing. There are some points that I don't think he will and that's one of them.

    Well. I don't know what Ashley is putting in C3. I have no idea if he has looked over the document. I have no idea his opinions on it. However. Custom windows, with full gui and ctx acces will allow developers to create similar window as a BluePrint. Also I have requested custom data objects to store complex data, and I have put in the request list that any work done in an IDE Plugin can set values on an Object. So that visual statemachines, Blueprint, bezier curves can be made in C3. I say again. I've made the architect request, what happens is in Ashleys hands. I would love to make an IDE plugin that can do grid setup, landscape generation into the layout by way of IDE Scripts. All that yummy feature stuff is in the request list.

  • I did it

    I can write code and manipulate the object from JS file code... just because I'm awesome.

    I'm planning to use it as an easier way to write quick direct less intensive plugins. As my import model only let's it run in the VM

  • You can update variable settings in the Debugger. However if C3 is running on JS backend such as Node/NW.js. Then it may be possible for "Exposed variables". However having created grid math in Unity that support "exposed variables". Unless the basic code supports grid math updates. Then tweaking the vars won't update the grid. And upadting the grid everytick seems to be overhead on the game logic. However a grid Plugin with exposed variables could be an other matter. And work nicely. I'll put in the exposed variable idea into the the section where the IDE supports live runtime.

    I sympathize with you on the create by object name. I've sooo desired it myself. unfortunately due to string safety and obfuscation I suspect that this will never be in. however what you rmostly wanting is a switch case object creation, and maybe we can see this in C3 if the request for custom objects, and object reference get's added.

    image textures are in the request.

    Ladders are based on a plugin feature and don't really require architect changes. I've seen many ladders in various C2 platform games.

    if( player is over ladder[spriteObject] && controller.up)

    player.setVelocityX(-100)

    megatronx

    Do you mean you want the project properties and the layout properties in their own window?

  • JamesXXXYZ

    I get your situation. however Unity developers mostly(all that I've com across) view C2 as a joke or quaint. PM is a state machine so they get around that situation. But you are where you are with the tools. No Unity developers sees value in duplicating the EventSheet programming model. Scirra is invested in their platform, not Unity's.

    Finally and I know I mentioned this elsewhere. Even if someone did ES programming(i'm looking into it). All the Plugins won't be going with it. So you will still be need to create your own plugins or the system will use Reflection to access class names.

    But as KTML5 points out. If C3 supports the right tools. Some form of 3D will come shortly after.

  • I think Helena nails the problem. Sounds like the OP is confusing instance and Object. As once you create the Object and set the Sprite to the right font. your only drag and Drop or Ctrl+c/v for new instances of that object.

  • There is a plugin that let's you do this. Check that section if you need it. I cant see this being in official support ever. And in the long run hopefully there will overall better ways to create and manage objects.

  • Colloquially Unity 2,3,4,5 are just called Unity. Same goes for UDK which they are on to four. I suspect when Construct get's to 3/4 people will just call it Construct. However C2 exist to separate from C.Classic. That's because C2 is a major engine update from C++ to JS.

    I suspect that internally the exporters are probably de-coupled already. Your post count is 3 so I suspect you have been lurking. But C2 was going to support native Windows first, and a poll people voted HTML. For whatever reason it's only JS. But I will point out that the problem with exporting isn't the exporting. It's that all the Plugins are written in HTML5 JS, and not generic JS. I suspect if the plugins where written in V8 JS and used an abstraction layer for rendering, audio, asset loading so on so forth. Then JS could be compiled to CLI and that could then be compiled to other systems. However since the Plugins are embeded and reliant on HTML Browser features(Browser XML, WebSocket, WebAudio....) that there is just no way to support other platforforms without breaking the one set of plugins flow. Personally I'm up for platform independence, and then let othr programmers do all the other platform exports. But I gave up that request 2 years ago

    I'm pushing for the new IDE to be written in JS for NW.js.

    I'd like the option too for Plugins to be in packages. That way CAPX will also carry the required plugins. So that if your getting a CAPX from another. The plugins put into the CAPX/Plugin folder go with it. We will see.

    I think you missed the JS SDK to write your own plugins. If your talking about writing code in files. I did that. I wrote a behaviour that let's you attach code object/file to an Object. Works 90% great. I just haven't figured out how to get the file to be compiled by the JIT ... I think the files may need manual insertion. I plan to present this plugin to Ashley when it's more feature ready.....

    ....

    though I'm kinda liking the C#/Java compile idea to JS. I can dig that. Heavier types language to reduce errors. That would kinda awesome.

  • As just an update about tool evolution

    Unity 5 is coming out "soon" http://unity3d.com/5

    Unreal is up to 4 https://www.unrealengine.com/unreal-engine-4

    Industry tools evolve and when ever there is a major overhaul of the internals. Then it's usually a version iteration. C2 has some heavy limits for what is a complete development environment. So C3 hopefully will address so limits. If it does, then it would seem Ashley won't go to C4.

    C2 was a great prototype for HTML5 gaming development. And people made fantastic games. Time to release the tiger.

  • Candescence

    Hey thanks for the suggestions. Seems farther down the road of suggestions there is less to put into the document. These suggestions are great, because I get to look at them and think. Can the document suggestions currently support this idea... yes, great just add it as a sample. No... hmmm what does it need.

    As an example

    AI Platforming: You could use the current AI for finding paths and then navigate them yourself. however I find that the A* used as it is now; Is more for object avoidance. Where as platforming AI would be based on following a predefined path. I wrote a NodePath for this reason. However and this is the important part. I found when I wanted to make it a Behaviour. I had a serious lack of visual tools. Such as being able to create the visual pathing in the level. So right now it's kinda a hit/miss. Can it be made. yes, can it be made easy for people to use. No

    Object Picking and Prefabs

    Yep. Same problem. I put it in the architect list that Objects can be referenced directly, saved and used later rather than having to pick every time. Even lucid posted about more granular SOL picking. I also added prefabs to the doc.

    However. Unity2d system does not use Object Hiearchy as part of layering. Unity 3d did as a model of forced 2d. However the "new" SpriteRenderer class has sprite sort level which now handles that. So it doesn't matter where SpriteRenderer is in the object heirarch anymore. It's sort level.

    As for child dummies. I added a SceneGraph Object to base where most extra features of SceneGraph are all based on behaviours rather than being their own plugin. That way you enhance a GameObject with Sprite Render rather than everything being there own object.

  • It can, but I found most new users jump in expecting good performance. While C2 has good performance, you need to be more technically minded and be diligent in your games design.

    Fewer sprite types(ie, 1 sprite for all gui, 1 sprite for all bad guys, 1 sprite for all weapon fire)

    no dom(Text object, Lists) only use SpriteFont for text

    Reuse code by way of functions

    Mobile is not Desktop. An intensive Desktop game will not run on mobile. Dragon Age Inquisition will not run on iPad3.You may be working in 2d, but that doesn't change game logic.

    C2 easy to use Event Sheets are going to be slower than manually programming.

  • I'm going to be blunt. The answer is. You can make any game you want. However the effort is different. Some people don't realize the effort even with awesome tools is a lot.

    1. Yes.

    3. No, but WebSocket does work. So as long as your not making the next Street Fighter or FPS. Your fine. TCP is fine for realtime.

    4. Steam and Wii U won't allow other party IAP. But you can put IAP on all theose platforms.