Jayjay's Forum Posts

    The base product is on a decent sale but you'll probably want to the developer upgrade (and any number of runtimes) to get serious with making games.

    Clickteam products aren't all that bad. After all, Construct (Classic) started as a product inspired by them, and Ashley used to make amazing plugins for their products under the company "Tigerworks" before starting Scirra.

    It's just not as intuitive as Construct has become, some things feel really strange when you've used Construct enough (CC or C2 are both huge improvements editor-wise over TGF, MMF, MMF 2, MMF 2.5, and even MMF 3 looks like they're up to the same old tricks again).

    However, I sorely miss the native runtimes/exporting of Click/CC

  • > I could imagine that even if Construct doesn't go real-3D (officially anyway, since there's already the awesome 3D plugin Quazi made), it would still be useful to be able to render to two different canvases (left eye and right eye) to create a Nintendo 3DS pop-out effect for a Mode7 style Space Harrier game or something.

    >

    > Although the same effect can be done with the same methods of GIF tricks like these and a single canvas:

    >

    > http://www.maddocman.com/wiggle-3d.htm

    >

    > http://twistedsifter.com/2014/02/adding ... mensional/

    >

    Just a random question here.

    Is it possible to achieve that 3DS popout effect without using 2 different sprites, perhaps with using WebGL effects?

    I'd imagine it's possible to fake yeah, maybe anything that has the effect applied has a parameter to set "how far" they're spread apart then either do anaglyph (red-blue for each eye old 3D style), or separate eyes in a VR headset if Construct ever supports that.

    Totimundo Google translate is fine if you don't have time or energy to translate, but it might be good to include it with every post, eg: the one above saying

    "I have understood that the mere 3d , operates using blue and red, but not a bit difficult dx"

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  • I could imagine that even if Construct doesn't go real-3D (officially anyway, since there's already the awesome 3D plugin Quazi made), it would still be useful to be able to render to two different canvases (left eye and right eye) to create a Nintendo 3DS pop-out effect for a Mode7 style Space Harrier game or something.

    Although the same effect can be done with the same methods of GIF tricks like these and a single canvas:

    http://www.maddocman.com/wiggle-3d.htm

    http://twistedsifter.com/2014/02/adding ... mensional/

  • Re-created the CapX in C2 R192 (original crashed upon downgrade):

    -Google Chrome on Windows 10 64bit

    -Enabled: 0.7% to 1.5% engine, and 1.7% to 2.9% draw calls

    -Disabled: 0.5% engine, and 0.1% draw calls

    Capx for R192: https://dl.dropboxusercontent.com/u/471 ... st192.capx

  • spy84 Yeah, I self-taught/learned bit of a couple different programming languages online as well as taken 2 years of programming classes in highschool (technically A-Level Computing). The C# was what I was more comfortable with, but the nice thing about it is that there is also support for JavaScript which can run without too much slow-down (since it still runs the heavy processing/GPU bits of the engine natively).

    But yes, we found that Mac and Linux and any other non-Windows exports were not successful for our C2 games, but that might be different in newer versions as Silverforce was saying up top!

  • Ouch, yeah, C3 has some hope, although it has been said it will be using the same runtime as Construct 2 already, so only the editor will change at this point it seems:

    "C3 will be using the same runtime as C2 so it should be highly compatible. However at this point it's simply too early to say anything for sure. "

  • Glad to hear! We're stuck on an older version of NW.js (NodeWebkit 10.5) as anything newer seems to break our game at the moment (platforming behaviour also goes through some crazy changes after C2 r192).

    And Fervir I've heard that Construct 2 has been so much more optimized than CC that you could get a bit more performance out of it with Google Chrome: https://www.scirra.com/blog/102/html5-g ... han-native

    That link doesn't mean C2 is going to be faster than all native engines though, as JavaScript will always have some % of overhead over other languages like C++ which CC is made with, but it means that a few things are way more optimized in C2 than CC.

    However, I did find with our game (which uses the NW/native EXE wrapper), that performance often didn't match that comparison, with CC feeling smoother when we compared against fairly large platformer projects we made in CC before our Steam game (eg: less jank and lag in CC, but I hear that is much improved in newer NW.js versions for C2, and the platformer behaviour seems way less buggy/has less missed collisions in CC when the game starts to drop below 60fps).

    Again, this might be fixed in newer versions of C2, but we haven't had any luck with our game remaining functional when we tried updating. Our game is too large (and copyrighted) to "upload a capx" to the public bugs section so if you're making a big game it's worth making it modular so you can present any bugs you might find separate from the entire game as well.

  • Download the Construct Classic examples kit in my signature, I think I have some sound file examples there. Otherwise you can also download the entire source to my I Had Hope alpha made in Construct Classic on that blog, which will definitely have code for playing audio from a file.

    In the example Zenox98 says, the music and sounds have to be in a folder called "sounds" that is at the same level as the game project file (.cap) or exectuable (.exe) when exported.

    Hope that helps!

  • Thinking about something along the lines of

    150 unique enemies

    20 boss monsters to fight

    30+ tilesets and probably 500 unique rooms to explore

    200+ unique items that have different functions that do not simply increase a stat by +2.

    A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.

    A game that big I'd say start off with an aim for/promise of Windows PC only, especially if you're using NW.js to wrap it into an EXE/executable. Our Kickstarter backers took it pretty hard when the game turned out not to run on Linux, Mac, and etc. like we hoped it would.

    Our game stopped working properly on Linux and Mac (think Mac is broken for all with NW.js right now?) by the time it was 300MB in size ( http://store.steampowered.com/app/334190/ ), even though most of the size was music (full 8bit and 16bit soundtrack).

    We've switched to another engine for future games, but that's mostly for non-Windows export options, not just because performance on Windows alone (another tip would be try to minimize CPU usage as it really breaks the platforming behaviour once some jank gets in there, but that might be better with the newest version of NW.js).

    Other than that, yeah C2 can do some pretty cool stuff <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

  • Maybe try this:

    Keep a variable for when it is "locked" called oldPositionX (eg: start position), and a variable for when lock is off called startScrollX (set it only once when it is unlocked! Set to the value of scrollX).

    When locking it again, set the position to: oldPositionX + (scrollX - startScrollX), and update oldPosition after locked to the current position.

    Or something along those lines.

  • Everything exported from C2 that can be played (and not ending in ".html") is done via wrappers (APK, EXE, etc), with the one Quicksand mentions for desktop export.

  • saiyadjin I'd say not entirely turnbased, as it is possible to do something like the ones like I mention above, or RPGs like NeoPets to some extent, where the player does have some real-time action games they play alone (so lag doesn't matter), but there is also sections where you can socialize with other players walking around and chatting, where the lag/latency doesn't affect the game.

  • Maybe an "MMO" like Club Penguin/Habbo Hotel/etc would be possible in C2, as it certainly was in CC:

    But with C2 you'll need to make your own node-based echo server in JavaScript first, then the rest should work similarly to my CC game example.

  • Should be able to do it using pure text files in the same folder as the EXE.

    https://www.scirra.com/manual/162/nwjs

    "The NW.js object has the ability to read and write text files on disk. To support all possible languages, it always reads and writes with the UTF-8 encoding. To ensure the plugin reads your own text files correctly, ensure they are encoded as UTF-8."

    Then using something like Visual Studio Express make a "watchdog" type app running in the background that will poll the file for changes from your C2 app and send information out online.

  • Quicksand the Unity web player was likely just a browser plugin version of their already existing native runtimes for Win/Mac/Linux/Mobile, so it probably wasn't much more work to create after the native versions.

    That said, they did end up adding HTML5 + WebGL export anyway so that games could still be embedded inside a webpage instead of downloaded though.