Jayjay's Forum Posts

  • It's incredibly fast to make a game in Construct 2! Re-making it in another engine to port to consoles (and native Windows/Linux/Mac OSX) does take a bit extra time though (since you would need to re-code it from scratch ), but it's still great for developing a prototype in.

    C2 is also good for web, and mid-level/modern gaming on PC (Linux and Mac OSX works well too if the game doesn't get too large).

    Also, if making a platformer, try to minimize the use of the "Platforming behavior". We found that it can really cause lag (especially on lower/older machines and non-gaming laptops) which leads to missed collisions (falling through floor), super jumps, and all kinds of other funny glitches, which is likely due to having many enemies using that behavior.

    Hope that helps!

  • Vpick ah that'd do it. It's something in the platformer behavior specifically that (especially when used with lots of objects at the same time) really lowers the FPS/misses collisions from what we've seen.

    Also Rayek, they've updated the bundle to include the *full* developer license with the $15 tier/full price tier. Want to update that in your main post?

  • Vpick ahhh, is it only the single player object that uses the behavior?

    Our game ( http://store.steampowered.com/app/334190 ) has it used by most enemies as well, so the effect stacks pretty fast (and leads to missed collisions so players fall through floors, varying jump heights, and other issues when FPS drops below 60, so we have to keep the minimum specification requirements very high)

    It clocks in at about 644MB and 1935 resource files, but over half of that size is due to soundtrack and video files.

    Edit: Eisenhans Yeah, the interface needs an overhaul for them <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    but, I think it's also price. C2 promises so much more for less cost than Clickteam does... and that's mainly due to their reliance on third parties (eg: Chromium, FireFox, Edge, NodeJS, Cordova, and so on) through HTML5 export, rather than needing to code a native export for each platform like most of Clickteam's exporters do.

  • at a decent framerate.

    I think this is definitely the key here, but I imagine maybe a turn-based (and text-based? ) game would be possible on New3DS.

  • Vpick any chance your project isn't a side-scrolling platformer? I have suspicions that most people who suffer poor performance are using the platforming behavior (including ourselves)....

    But yeah, the interface of C2 is so much more intuitive, but if 8-year-old-me was able to figure Clickteam products out then I think it doesn't matter that much in the end

  • Insanity's Blade ( http://store.steampowered.com/app/334190/ ) has sold over 20,000 copies on Steam: https://steamspy.com/app/334190

  • As an owner of C2 business edition and (now) Fusion 2.5 Developer (thanks Humble Bundle!) I think it's worth having both.

    C2 is incredibly fast to work in (thanks to the amazing editor), but Fusion has native export (and so is incredibly fast at export, especially for lower end computers and mobile (iOS and Android included now)).

    Like others are saying Fusion's interface is pretty much the same as all their old products that I used in my childhood: Klik'N'Play, The Games Factory, Multimedia Fusion... lol, but at least they added an "Event List" view to Fusion

  • The New 3DS might be possible, since it supports some HTML5, but I bet the performance isn't going to be any better than WiiU's ( someone tested it out here: http://www.nintendolife.com/news/2012/1 ... _u_browser)

  • Same here

  • Now it's probably not practical to implement this last solution in C2, but I would love to see it for C3. Besides solving the varying jump height problem it also eliminates the missed collisions due to small framerates (AKA tunneling), it removes the randomness of each play session which helps enormously in making a replay function or in games where the physics must behave exactly the same every time, it allows to set a smaller frame rate for the simulation (like 30 fps) freeing more cpu budget (specially good for mobiles), and it makes things easier for beginners since it's not mandatory to add dt in events that deal with time. It can also be backwards compatible by setting the value of dt to compensate for the moving rate of objects, in case the new fixed timestep is different than 60.

    Very big "YES PLEASE!" from here on that. Those first two issues you highlighted there are ones that quite a few of our customers on Steam have faced (and often left negative feedback/reviews mentioning it), but they don't realize it's due to their hardware thinking "It's just a 2D game!".

    I'd rather they have a visual frame drop than a logic frame skip, since one says "This game might be poorly using my resources or my PC is too old" while the other makes them think "Geez this game is buggy!" when it's collision/platformer behaviour code I didn't even write.

  • A while back, I stumbled upon a thread where some game developers noticed pixel-perfect platformers had different jump heights depending on the framerate.

    This is something we had confirmed as an issue a while back as well, thanks for the amazing work tracking down the issue and providing a solution to us fellow C2 users!

    It's pretty funny that you not only did the in-depth debug/investigations, but even created the solution/bug fix lol!

    Edit: Also this,

  • mikewalton206 Hmm I can still download and open it from that link ok from here.

    What C2 version are you using? I'm able to open it from that link in R192 without any problems :S

    Another thing you can try is renaming it to:

    TurnSystem.zip

    Then right-click and extract it to a folder, then run the TurnSystem.capproj file inside that folder (maybe AntiVirus is blocking it?)

    Hope that helps!

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  • SoldjahBoy

    glerikud

    At first glance it looked like a BYOND "engine" game <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> But yeah, C2 is great for rapid prototyping and web game dev <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Edit: And, of course, someone is already re-creating it in BYOND lmao http://www.byond.com/forum/?post=1888377

    Perhaps some if the issues are due to the platform behaviour. Reason for this line of thought: I notice most people who never run into any slow-down issues (besides possibly having a way-better computer than the average Steam user and phone) are not using the platform behaviour. Although, The Next Penelope had to go native to get on console (WiiU to start) too, but that might just be because WiiU had no WebGL support.

    Meanwhile, every game I've made with the platform behaviour in C2 tends to be noticeably slower, jankier, and buggier (slopes) than my current native-engine progress in Unity, or even previous work in Construct Classic. Anyone else notice this?

  • Mortar Melon is one of the only mobile games I've seen in C2 that was well received so far: https://itunes.apple.com/us/app/mortar- ... 70333?mt=8

    However, that doesn't necessarily mean there aren't any others. There's a lot of people (and businesses) using C2 who aren't active on the forums.