Juryiel's Forum Posts

  • And if you use a native engine and it has bugs... what then? Here you assume its the fault of the engine itself. What if its not and its the fault of your implementation? Because I see other people's game running fine on mobiles, i would therefore have to assume its not the engine's fault. It may be a wrong assumption to you, but to me, if I see others achieving something using the same tools that I am but I am not achieving it, I assume its me and not the tools.

    Lets agree that things could improve more and leave it here.

    Your assumption that 'if someone can do X I should be able to do X' is not just a wrong assumption to me, it's a wrong assumption period. If someone can do X I can also do X, but I'm actually trying to do Y and not X, so your assumption doesn't apply. That's the whole point. The fact that you have no problems because you're trying to do X doesn't mean that someone trying to do Y won't have problems.

    If I have a bug in my own implementation, which is surely possible, I can send code to other users to look over or look over it myself. But I'm talking about known issues in html5/webgl implementations of chrome, on which Crosswalk depends.

  • >

    > The difference is that developers of said engines / exporters, native or otherwise, are working to fix those bugs, acknowledge them, provide timelines for fixes, etc. C2 tells you to 'hope for a brighter future' and some sort of Messiah like Intel or Ludei because they themselves are unable to do anything, given their setup.

    >

    Intel XDK have been very good with their feedback handling, they have given estimated timeline for fixes and have delivered. Currently its able to handle large complex games, audio issues are fixed, screen orientation fixed and its improving quickly.

    Certainly its true, Ludei have been left wanting.

    And maybe Intel will be the solution. Maybe not. We're still not there yet, for me, I have a well-done, optimized, polished mini-game done but publishing is not possible at the moment because of remaining bugs. So again, your assertions that things are fixed are not really relevant to me. And because of that I wouldn't even dare think to start a serious project in C2 for mobiles.

    I was actually originally hoping to port the MOBA-style combat engine I built in CC to C2, but it's a big project and given my mini-game doesn't perform, I don't wan tot invest the time. Instead I started porting it to unity.

  • For starters, I am personally inspired by Magnetized and recently Street Kungfu, it just shows what one person can do quite quickly with C2. The former is already a success while the latter is new. I don't have a giant list for you, but I only need one, because if one man/game can do it, that gives me inspiration to work harder and be better. Again my view may differ to yours on this.

    All of the issue you posted are not unique to C2 sorry, native engines have heaps of bugs too and plenty of device crashes. All you need is to view the feedback of users on even popular games made by massive companies. The fragmentation of Android is to blame. No matter what tool you use, you will be bug-hunting.

    The difference is that developers of said engines / exporters, native or otherwise, are working to fix those bugs, acknowledge them, provide timelines for fixes, etc. C2 tells you to 'hope for a brighter future' and some sort of Messiah like Intel or Ludei because they themselves are unable to do anything, given their setup.

  • There is a trade-of with features and ease of use, if you want more features Juryiel you would have go towards a more native engine.

    I have used AndEngine with the Android SDK briefly before switching to C2, it does many things great. But its a bitch to use. So while it could make a better game, but I could not (due to limited talent) using it. I could make a better game with C2, that's why I switched.

    It's not about more or less features. It's about the features that C2 already has that don't work on all of its supported platforms. And the 'features' I'm talking about are just basic stuff, not really features at all. Massive stutter even though the game runs at 60fps when creating 3 sprites / sec and destroying another 3 / sec on a tegra 4 device. I expect better. Until recently sound issues were horrible, and were only fixed like this week mostly, though some still remain. There are many other basic issues that you may not run into in your specific game. In my game, sprites don't show up correctly on all devices (I test on 3 or 4 different ones all of which are between 1.5 years old to brand new, and haven't even gone to iOS yet, I dread that) when I'm overlaying one on top of another. Works on most devices so you might not see it, but that's only because your testing is poor. Look, honestly, I'm not interested in how well your specific game runs and neither is anyone who is having issues with how THEIR game runs and what bugs they are running into given their specific needs. Your experience doesn't somehow make everyone else's problems not exist. Can I work around the bugs? Sure, but my game would be sloppier and less polished, OR I would need to add in many more hours of work to implement workarounds, so at that stage I'm just better off using other tools.

    You work under the assumption that Chrome has this awesomely ideal webgl implementation when that's just not true. Compare Chrome to Firefox, you'll see Firefox gives significantly less FPS. But a better html5/webgl implementation that is game specific could do much better than Chrome, which Crosswalk is based on.

    And I do use more native engines. That's not the point. Unless you meant to agree that C2 is not ready and people should therefore use other things until it is.

    And I'm still waiting to see these inspiring mobile games.

  • I'm of a view that what others can achieve, so can I, if i am talented enough. When I see other C2 games running flawless on mobiles, I don't blame my tools.

    Your view is simply misguided. Some things work, and using strictly those things will produce good games. But many don't. I mean, if I'm trying to make use of playback rate in my mobile game, that's just not supported in mobile chrome at all, but is in desktop chrome. There's nothing I can do about that, so that layer of polish necessary to make my game something I'm proud of is not something I can do. If you don't need that in your game, obviously you'll think there are no problems. There are many things like this in C2 and the various HTML5 implementations and wrappers.

    Also, given that C2 has been around for so long, can you list 10 mobile games that are complex and run well on Android and IOS? Can you list 5? Where are these inspiring examples, I want to be inspired too.

  • So your gripe is the exporters wasn't working well a year ago, sure, I agree with that.

    But now and moving forward, I disagree. Both CocoonJS and XDK exporters work great now and XDK is improving so quickly (its already better for Android, minus the Google Store support).

    So here and onwards, I don't see C2 as holding devs back.

    If they did people wouldn't complain about them every month. Don't mistake your limited experiences with the experiences of other users.

  • I do code, but I find Construct 2 so much faster which is why I like it, but if it can't make really great stuff for the public - then...Why am I using it??

    Well right, plyBox and plyGame are still beta, I was just showing its setup basically matches C2 fairly closely in terms of the event driven system, whereas universe is different, and may be less intuitive (I'm not sure). But because it has most of the basic stuff done and also allows you to make your own event block types you can do quite a lot even at this stage. May be worth waiting longer if you don't want to do a bunch of your own coding. I personally use Kits anyway for the specific game genre I want to make. Those are usually more specific and can produce games more quickly but at the cost of flexibility.

    This may also be useful to Arima given the health issues mentioned.

  • I haven't but this (http://plyoung.com/plyblox/) is pretty good for unity if you're into the visual scripting stuff. Notably it allows you to make your own events if you can code so you can extend functionality. But C2 strength comes more from behaviors and plugins than the visual scripting stuff, so to that end you're better off in finding a 'Kit' for the type of game you're trying to make.

  • Great work RandomFellow, I would definitely have considered you though it's a bit late now Actually I was able to find a solution with Spriter. I can do static art pretty well on my own, but doing animation frames I find extremely tedious and much more time consuming to get the frames to look good together, even with simple sprites. It seems like I should be able to do animation since my 2d art is good enough, but somehow, I'm not. But with Spriter I was able to actually put something good together.

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  • Well it may not be relevant in this thread but Mobiles and the like have killed gaming anyway. I havent seen anything on a mobile that impresses me, even Angry birds is way better on a PC with a mouse. As for the crappy turd clones, well its laughable. I am obviously from a differnt age

    Depending on your genre of choice I can point you to a few really good games. If you like platformers, give Rico a shot. The platforming challenges in it, especially if you try to collect all of the coins, are very rewarding.

    If you like CRPGs, Spiderweb Software has put some of their games on android and ios, try Avadon, Avadon 2, and Avernum remake. All of them are great gameplay, though the graphics are very basic.

    Recently I played Waking Mars, a great metroidvania-style game where instead of killing things you ... plant alien plants. Very well done game.

    There are a ton of amazing mobile games out, even though many have PC counterparts, often it's more fun and relaxing to play on a tablet laying down on a couch.

  • Ashley

    I agree with lwgames about all the 'future' talk being rather unpleasant. It's not that I disagree about the 'future', but people are buying C2 now with certain promises about what they can do now on your page, which turn into expectations about what they can do now, and many of them are trying to do this professionally. Notice how many times the word 'now' appears in the sentence above. The fact that your response is "Just wait until some indeterminate time in the future until some third parties fix the problems you are having" is not very reassuring. I think acting as if the people don't understand the complexity in making your own exporter or the limitation involved is both condescending and dodging the real problem which is that in the first place it is you guys who are creating these complain threads by leading people to believe that C2 can produce monetizable mobile games reliably NOW and not at some indeterminate time in the future when Intel and ludei get around to it, possibly maybe. Forget the performance, there are key features not working now on mobile, often times the entire game. The fact that people paid you money for those features and your response is "maybe intel will fix it" is probably not what they had in mind. Certainly they weren't expecting to pay you so they can beta-test your product.

    Anyway I guess given your response the only sane thing to do is finish my simple 'test' game - that is, if intel and chrome mobile ever get around to fixing simple sound issues that they themselves probably don't have high on a priority list - and take the advice of some of the forum regulars and go play with unity and check back in a few years and see if Crosswalk is a more complete product. Posting about these issues seems to be an exercise in futility since it's inevitably turned to "omg fill rate of mobile devices is low" or something like that ignoring the many problems that have nothing to do with it.

  • Other issue is that events are going in one big loop,

    so 100 events may be good for simple game,

    but 10.000 events (I guess) could kill even desktop

    also bullet behavior that isn't 100% smooth both on mobile/desktop

    also saying "use Crosswalk" is not serious at this moment

    and +18MB apk size can dramatically decrease number of downloads on Google Play

    but yeah... anyway: there is no competition with anything similar to event sheets

    The 10000 events per loop is not really a C2 issue. If you code in any language you pretty much always have to make a game loop, and if you code the game such that each and every single iteration of your game loop calculates every single thing possible every time, then you will run into this same problem. You should only include necessary events on every frame, then stagger the rest of the events with a random based on how often they need to run. For example if they need to run a minimum of once per second, you can put a condition of Every X milliseconds, where X is 700+random(200). The things that you really need every loop iteration are control checks, possibly movement if you want it to be as smooth as possible, etc. But most things can be staggered.

  • Great, thanks for the informative reply and video, this should be enough to do what I need. I'm really loving the software by the way, it's probably the best software for the money I have ever bought in terms of how much it improves my productivity, Great work!

  • Done, though it's the same username as here.

  • lucid

    Can't seem to get activation email from spriter forums so I can't search there so I'll ask here. What is the state right now regarding free form deformation, or deformation of any kind? I have the Pro version.