Jayjay's Forum Posts

  • How does C2 handle memory usage? Does it load all the layouts simultaneously? I have one layout where I put all the objects that need specific default settings and variables and it has become quite a mess. Is this a good way of handling stuff like this or should I set all those things at the moment of spawning objects? Also do I need to hide objects that aren't on screen seperately to save memory

    If I remember right, Construct 2 has some built-in recycling to prevent as much jitter/jank as possible when Javascript does its garbage cleaning, it's handled internally so you wouldn't need to worry about it.

    As long as those objects are just editor-side that layout shouldn't cause any troubles for you, I think it will be the default values if they're the only instance of them/set before copies are made in other layouts.

    Construct 2 also handles the rendering on/off screen stuff itself internally in a manner that will probably be more efficient than events, but you can do extra things like making sure WebGL FX are applied to whole layers instead of multiple individual objects that are supposed to have it.

    However, as for making big games in general, I would say give these a read:

    native-desktop-exporter-for-construct-3_p879348?#p879348

    native-desktop-exporter-for-construct-3_p879661?#p879661

    Those are posts from developers of two of the three big "dream" game examples on the scirra homepage ( http://www.scirra.com/ ), and I too have a game on Steam with a friend I met on the forums here ( http://store.steampowered.com/app/334190/ ), and loading time can be quite a while for large games exported to EXE with Node-Webkit, we also had troubles with updates to C2 and updates to Node-Webkit (but this part should be better now that you can downgrade any time at: https://www.scirra.com/nwjs , we are currently using 0.10.5 for the best experience but 0.12.x is looking promising).

    Even so, it should be possible to make a game like the one you referenced above, not sure how it would run in anything other than Node-Webkit though.

  • I can answer a few of those questions hopefully well enough to help you decide

    1.) Yes, in fact it exports in a format Construct 2 will not be able to open, and does some tricks to make code hard to reverse-engineer.

    2.) It does provide you with estimates of the memory usage of your game as you're making it, and I think you can load and unload images per each layout (level). As for CPU usage there is handy debug and possibly also profiling tools to help you optimize.

    3.) Yes, I'm not sure if there's tutorials or examples around, but I did this for Insanity's Blade for future localization capabilities. I think I loaded the text straight into a variable with the AJAX plugin.

    4.) Yes, these can be done as functions or by activating/deactivating groups. You can include event sheets inside of other sheets too.

    5.) Not sure about this one, but you can use 9-patch to do rounded boxes that scale to different sizes!

    6.) I'd say definitely, but can't remember that example. You can probably do it easy with Spriter too but it should work with just sprites + events.

    7.) Yes, that's pretty straight-forward eventing.

    8.) Not too certain I can answer this one, but you can create and import event sheets pretty freely once you have a full version of C2.

    Hope that helps!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    would it be alright if I e-mailed you as well about getting cloud saves and trading cards working?

  • Ah I see, didn't know that ,thanks!

  • Do you mean inverted? (events with an X next to them?) That just means to only trigger in the opposite case (eg: if myVariable = 1 when inverted becomes the same as "If myVariable is not 1"). You can right-click an event and invert it.

  • It must be 60fps. Even snes run games at 60fps.

    Hehe, well yeah that would be a whole other level of awesome!

  • glerikud I'd love if C3 had support for my 2D retro-arcade-styled game to run at 30FPS solid-all-the-time

    And although it sounds like people are just whiners/dreamers/unreal, users just want something that doesn't feel like an update but rather want an actually new program, especially since they will be paying for it (in some form, anyway). The differences between CC and C2 are huge, that's what we'd hope for C3. For a mainly editor-only update, I would hope that third party developers can make very powerful plugins for the editor, so that Quazi's Q3D plugin can handle the 3D while Scirra keep working on the 2D.

  • For people trying to do booleans for right now here's two methods...

    Method A:

    If myVariable = 0 (IF FALSE)

    If myVariable = 1 (IF TRUE)

    Set myVariable = 1 - myVariable (TOGGLE BOOLEAN BETWEEN 1 AND 0)

    Set myVariable = 0 (FALSE)

    Set myVariable = 1 (TRUE)

    Method B:

    If myVariable = -1 (IF FALSE)

    If myVariable = 1 (IF TRUE)

    Set myVariable = myVariable * -1 (TOGGLE BOOLEAN BETWEEN 1 AND -1)

    Set myVariable = -1 (FALSE)

    Set myVariable = 1 (TRUE)

  • I actually hate dark GUI's, but I guess I'm a special case

  • Yup, that sounds perfect for C2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Most things that are kind of "turn-based" or "point and click" like that should run very well.

    The manual will help you learn a bit about individual objects, such as tiled background, sprite, touch (this one also handles mouse clicks, but if you need right-click and etc then use the Mouse object too), and spritefont: https://www.scirra.com/manual/1/construct-2

    You'll probably want to check out the Tutorial section as well to search for parts of what you want to do: https://www.scirra.com/tutorials/top

    It might not have a full tutorial on what to do for your game specifically, but it will probably have tutorials on how to make clickable sprites, how to change layouts, etc. Hopefully you'll find it pretty quick to learn! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Also, welcome to the forums! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Ashley should make a game - that way he can experience some of the issues that only surface in complex projects, and can't be reproduced in simple capx files. And it will also provided some valuable insight for C2 developers into how this engine can best be utilised to get the best results.

    I agree with this idea, although it may seem like a waste of time it's probably really important to do that just to see how C2 works beyond the small template/example level.

    Maybe even just hire some C2 devs to work together with him on a large-ish game to speed up that process.

  • There is a memory/registry hack you can do to Windows if it's the icon thing (as well as disabling icon cache), I forget the topic it was mentioned in though but it's related to windows handles.

  • Construct 2 has a free version you can try out, and if you'd like to make and sell games that work on both mobile and desktop then it's worth buying. Construct Classic works okay though for Windows-only games.

  • I'd been keen on a Kickstarter if it would include them hiring a couple of extra developers. This one man team is amazing, but 2+ would be better.

    This.

    This this this this this this this x1000

  • That's for Construct 2, not sure of how to do that for Construct Classic as I never worked with video myself but there might be a plugin for it if I remember correctly.