Jayjay's Forum Posts

  • 1. No, unless you mean scaling in real time draining precious CPU/GPU usage

    2. Don't know this one so I can't say, sorry

    3. Also do not know, can't say, sorry

    4. It's probably a much better time than Stencyl, definitely a better workflow and possibly a better selection of export options

  • Wii U had nothing native from Construct. Maybe with the Chowdren exporter it's possible.

    Also even saying the WiiU supported HTML5 games is like saying your Windows 95 computer can play games. Sure, it "can", but nothing past Direct X 8.

    The 3DS has even less power, and the Switch has only slightly more.

    Nintendo products aren't meant to play HTML5 games, and I doubt they will. Exporters like Chowdren do a decent job of porting to native export instead, but it only supports Construct 2 right now and is early.

    For true native console export, need to look elsewhere.

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  • Wouldn't really say Godot hits the same audience as Construct, even though it's nice.

    For an educator not wanting to upgrade and who is looking for Construct 2 style events, Scirra's past project Construct Classic is free and open source, and can technically run on Mac/Linux under Wine: appdb.winehq.org/objectManager.php

    Keeping people using Scirra products means they are ready to upgrade to Construct 3 if/when they can afford it.

  • Maybe because he made them for free and ran out of time. If you really want him to work on something PM and hopefully he'll reply, then work out a price to get it made/support him to update them.

  • Anyone who tried the "HTML5 support" on Wii U quickly learned it's not actually the same as just porting Chrome over to a console.

    It was more like Internet Explorer on a console, with all the performance issues you can imagine that being.

    If Nintendo is to do this, they need to do it properly with full access given to the browser to interact with the device, which means probably also only for people who are allowed to access the SDK's and buy a dev kit.

    Otherwise, it's just not going to be able to function well on the hardware powering the Switch.

  • Was about to say, very interested to see this topic float back up.

    C3's new runtime should help with some of the performance concerns we had in Construct 2.

    However, there's also the excitement of Chowdren coming to Construct 2 (and possibly 3 someday), as that provides also a solution to the console export goals.

    If Chowdren progresses well, I might change my personal recommendation back to Construct (with Chowdren) for any/all small company or indie needs, as it has worked well for the Clickteam users also!

    I never liked the "spaghetti code" style of visual scripting with blueprints/lines and boxes (it works fine for filters/shaders though).

    I fell in love with and migrated to Construct Classic way back when because "Finally! Someone copied Clickteam and did an even better job!"

  • There is a potential solution now (not free): Chowdren exporter for Construct 2

    It works well for games on the Clickteam products (Eg: MMF2) and allows them to come to consoles, so it should work really well for Construct game exporting!

  • SnipG Are you using the new Construct 3 faster renderer by any chance? If not, can you do that and post results too?

  • , heck even on PC for that matter.

    Can confirm that you do not want to release any complex platformer game on Steam with the default C2 exporter and platforming behaviors. Learned that one the hard way so you don't have to

  • I created a bunnymark behavior just to compare the performance of plugins to event sheets - and the plugin was 3x as as fast as using events. So... There is an overhead to the event system. The trade-off, of course, is event sheet convenience - if no one notices the overhead then it doesn't matter....

    Edit - this plugin was for c2 although it's likely the same for c3; I didn't check the forum title..!

    We were mostly talking about the speed of coding, since more complex things are faster to do in visual events it's probably faster, although I guess more keyboard shortcuts while eventing never hurts.

    That said, it's an impressive performance difference ditching the events. The runtime really should be pre-baked with the plugin/game code into one program on export, rather than interpreting the events IMO.

    Otherwise, all Construct 2/3 is would be a fancy JSON editor if you can just grab c2runtime.js and slap your own data JS file with its HTML loader.

  • We can agree to disagree . I made a suggestion on that page, I hope they will add a programmer mode on construct 3. Doesn't hurt to have another option, it would help reach more people as well.

    Except, I have actually done the work of porting a couple months of eventing work from Construct 2 to Unity/C#, and I can tell you that code-wise it has taken over double the time.

    It was worth it for our console release targets, but that's a different discussion.

    But yes, more keyboard-friendly interfacing for Construct would be nice to have still, even if it's not technically "programming mode"

  • Hmm okay, but a bump makes people think someone responded, for me I would normally not even look if I see the post count is above 0 for specific requests like this

  • Technically you're welcome to program as much as you like as a JavaScript plugin/behavior addon, but then you still need events to make it interact with other plugins.

    Visual scripting in Construct is not as slow as it seems, aside from specific complex loop/function/family things, you're going to be much faster doing it in events.

  • Epic Platformer: It's the cheapest and by the time you figure out how to use it fully you'll know enough Construct to realize you didn't need to buy a template anyway.

    Also, bumping isn't really something we do here, your post will get seen by someone who has feedback to give eventually even if it takes longer than 1 day,