Jayjay's Forum Posts

  • szymek

    Hehe, funny you should say that, because that's almost exactly what we had to do with our game and it did cause quite a few people to lose interest

  • I don't mean this as a slight to C2. It's without a doubt one of the best 2D engines out there for hobbyist/learning developers. But in my opinion it's not ready for commercial scale development due to reliance on third parties. [AGAIN, I'M TALKING PC/CONSOLES HERE] Not that it can't be done, but it can turn into a nightmare very fast when you want to release your game but for some unknown reason it janks on supercomputers, or runs horribly bad on all intel processors, or doesn't run at all on current-gen consoles.

    tl;dr: HTML5 is the best choice for C2 but it means commercial PC developers will have a bad time.

    Completely agree with this, it makes sense to stick with HTML5 for C2, but for now it's a real shame we don't get that kind of editing/development power it offers when we also need native export for desktop (at least Windows, the largest user base for gaming on PC right now) in order to reach the full user base of PC (not just people running quad core desktops and a nice GPU).

    There are just too many people who see a simple retro 2D game and freak out that it doesn't run on their old Windows XP/Vista/even sometimes Windows 7 computers, because it "seems just like a Neo Geo/NES/SNES game", and then that looks bad on the game devs and in the end hurts their sales and image. In fact, we recently found that even certain applications running at the same time can screw our game up entirely (Chrome, FRAPS, other screen streaming stuff including Skype sharing, etc...).

    On the other hand, it's almost a self fulfilling prophecy too if the cycle is "No big (by PC standards) games made in C2 = no evidence of C2 as a 'pro' tool = nobody buying and learning C2 to make big PC games" and so on...

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  • Nice find!

    I think the biggest thing worth mentioning about HTML5 performance in general (both for Desktop and Console), is that the scope of the game is currently the performance killer. Small Atari-2600-style games (with updated graphics) will run pretty well, especially if they run fine in Canvas2D, but anything 80's arcade and newer can really start chugging, especially if it needs WebGL just to get a 30+ framerate.

  • For anyone interested, Insanity's Blade is on sale on Steam this week with a 25% off discount! Check it out at http://store.steampowered.com/app/334190/ <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Or, watch the trailer here: http://youtu.be/XzmLmNBH7D4

  • Maybe it's better to describe it as scripting, as you aren't doing the core engine code, but are working with a form of "pseudocode" to manage the game logic/mechanics. So in a way, it's part of programming, but not quite the same as programming in a literal "programming language" or at the engine level.

    Game developer works too to say that in a shorter way (they design how the game should play/feel, and often in a team will get an engine programmer who enables them to do that, although programs like UDK, Unity, Source, CryEngine, etc are enabling much more game development without an engine programmer now)

  • Nice job!

    I get 36 to 48fps (usually around 40fps) on Chrome, but performance was pretty bad on both IE and Firefox.

    My specs:

    Windows 8.1 Pro 64-bit

    AMD Athlon II X4 645 (quad 3.1GHz)

    8GB DDR3 RAM

    NVIDIA GeForce 210 1GB DDR3 (running both a 1360x768 VGA and a 1600x900 DVI display)

  • You'll need to collaborate with Scirra on this, let them test the capx examples on Intel graphics and see whats going on.. if its really an Intel problem, perhaps they can submit bug reports to Intel's driver team.

    If its a C2 problem, then they can improve it.

    Hopefully it's the latter, as Ash has said it's pretty tough getting help from driver vendors

    [quote:2gkxfx5t]Browser vendors are far more receptive to bug reports than driver vendors BTW, so if you're worried about problems caused by third parties, driver bugs are a far worse and far more significant problem with native engines! I'll take the browser vendors any day...

  • They probably published from an old version C2, try downgrading (Save your file as a project folder, then edit the .caproj and change the version number of the C2 software) .

  • Well Alpha isn't in Construct Classic and this is really terrible because I can't seem to edit any of my sprites on my project. And even if I open a new project this problem persists...It's like my sprite editor in CC just broke out of nowhere.

    Actually Alpha is in Construct Classic, it is different for each drawing tool though:

    Fill tool - Alpha is set at the top

    Paintbrush, Pencil, Lines - Opacity and Flow control the transparency

    Shapes - Alpha 1 and Alpha 2

  • Welcome to the forums!

    Try starting with this: https://www.scirra.com/tutorials/37/beg ... onstruct-2

    Then you can find some good beginner tutorials here: https://www.scirra.com/tutorials/top/pa ... e=detailed

  • I think Construct 2 as an editor is one of (if not) the best for 2D games, I've used it as well as CC and similar tools for over 13 years now even though I also have done games in pure code before (well, with a few helpers like the Allegro C++ graphics library or Processing for Java, etc). Every few updates the desktop run-time gets a bit better too.

    I'm still a novice with Unity, but it feels very alien to what I'm used to and tends to feel floaty to me, especially when you use the physics, from what I've seen it is very capable as well for 2D but is generally preferred for 3D or multi-platform games (consoles, phones, etc).

  • newt Yeah, that's true, same for every game though generally

    jayderyu Well yeah, but Unity has a lot of first-party control over their own layers, although my layer list was actually based on exported games from Construct Classic Also, Node-Webkit is quite a bit bigger in size than 15mb but for large games it's probably the least of our concerns.

    Ruskul Definitely to everything you said, also how some things that should work don't always work (eg: nested sub-events and loops, families, picking, collision, etc) and get really strange when framerate drops below target.

    Good luck on your game Hasuak!

  • Since CC is retired this section is slower for people to reply, but I got your message on GameJolt.

    Not many people have used GameJolt API in CC I think, especially not myself, but it could be good to try the plugin in a fresh cap to see if it's just not merging with your game or if the plugin truly is broken (are you using Construct Classic R2 from the sourceforge? R1.2 is the outdated version linked from the C2 website).

    You will probably need the token to avoid crashing too, that can be found on the top of the GameJolt page here:

    Click show, and then odds are the plugin will let you enter it via an event or maybe in the plugin properties, that should be how you authorize the app to work with GameJolt but I have never used the API myself.

  • newt Well yes but you can only optimize after each of the layers below have taken their toll, and also there have indeed been big games in C2 like the ones on Steam that are listed earlier in this thread.

  • The layers of a native engine:

    Your exported game

    DirectX/OpenGL engine (partially third party, but a lot of control is still there)

    Your OS*

    Your drivers (driver vendor issues)*

    Your hardware*

    The layers in a Node-Webkit desktop game:

    Your exported game

    HTML5 + WebGL "engine"

    Node-webkit *

    Chromium (browser vendor)*

    Your OS*

    Your drivers (driver vendor issues)*

    Your hardware*

    * = third party

    I don't see how adding the extra layers that a third party controls will make it less likely for a game to run into issues that only a third party can solve.

    Eg: If NVIDIA has an issue rendering OpenGL/WebGL, then I still have a driver vendor issue on top of whatever browser vendor issues I have. Sure, maybe it takes the "contacting driver vendors" part away on this end, but that just adds it to the browser vendor's side, which just feels like even less control over the situation no matter how big the browser vendor is.