lcizzle's Forum Posts

  • 6 posts

    ayee.....

    Um, no one was being rude. If criticism and disagreeing with you is being rude then, guilty? Here we go again though having a perfectly good thread locked because someone can't handle another person not agreeing with them.

    I do have a question, is English your native language? Because you are putting slight twists to my words that totally change what I said. "Not supported" I never said that but as far as a GPU goes they are made to accelerate 3D, sure they support some acceleration in 2D to speed up drawing of Windows UI, GDI, and other non gaming garbage but they are made to accelerate 3D. We aren't tossing images into memory pages and flipping buffers an doing stuff like the old DirectDraw days.

    A current gen, basic 2D engine is going to setup a 3D scene with a orthographic camera and draw quads (2 triangles) with textures on them. Every graphics card does that really well and very fast.

    "I'd just like to point out that a lot of what you just said is completely wrong. Especially about 2D engines also being 3D. In order to be 3D it needs to have a third dimension, which GameMaker, Fusion, and Construct 2 do not have."

    I don't really know what to say here except you're wrong.

    I didn't insult anyone for not paying $800, I even said you could have gotten all that 2 weeks ago for much less in the humble bundle did I not?

    Construct 2 uses it. Browse c2runtime.js.

    Example

    function GLWrap_(gl, isMobile, enableFrontToBack)

    {

    this.isIE = /msie/i.test(navigator.userAgent) || /trident/i.test(navigator.userAgent);

    this.width = 0; // not yet known, wait for call to setSize()

    this.height = 0;

    this.enableFrontToBack = !!enableFrontToBack;

    this.isEarlyZPass = false;

    this.isBatchInEarlyZPass = false;

    this.currentZ = 0;

    this.zNear = 1;

    this.zFar = 1000;

    this.zIncrement = ((this.zFar - this.zNear) / 32768);

    this.zA = this.zFar / (this.zFar - this.zNear);

    this.zB = this.zFar * this.zNear / (this.zNear - this.zFar);

    this.kzA = 65536 * this.zA;

    this.kzB = 65536 * this.zB;

    this.cam = vec3.create([0, 0, 100]); // camera position

    this.look = vec3.create([0, 0, 0]); // lookat position

    this.up = vec3.create([0, 1, 0]); // up vector

    this.worldScale = vec3.create([1, 1, 1]); // world scaling factor

    this.enable_mipmaps = true;

    this.matP = mat4.create(); // perspective matrix

    this.matMV = mat4.create(); // model view matrix

    this.lastMV = mat4.create();

    this.currentMV = mat4.create();

    this.c = gl;

    this.initState();

    };

    Setting up the camera and other webgl settings. GameMaker supports 3D directly. There's a whole section in the docs about extending it to setup a 3D camera instead of the default orthographic 2D camera and scene and many games have used it to full effect.

    If I came off rude I didn't mean to, there is just so much misinformation in this thread.

    Fusion has as many exports if not more than C2. It has an HTML5 export and you can plop that into XDK and export it out to all the same stuff C2 can export to. A 3rd party on the forums also made a native stack that you can license that exports your game out to native code on various platforms including consoles, all of them.

    GameMaker just had a humble bundle for about 2 weeks. You could have gotten Professional + 4 exports for $12? If game making is just a hobby for you then just sit around and camp out the sales. $799 for the full collection is pretty cheap if you intend on making a living from it.

    I hope you understand that most 2D engines are actually 3D engines. GPUs aren't made to accelerate 2D. Most 2D game engines are just 3D engines pushing textures around on quads.

    "This isn't like 3D engines when pretty much anyone can easily learn to make games in UE4, where as Unity requires programming experience and takes a long time to learn to make anything worth noticing. "

    Defeatist attitude. If your thought process is like that then no tool can help you. For half the price paid for C2 personal you can grab Unity for free + PlayMaker or FlowCavans and not have to touch any code at all and just visual script to your hearts delight. The answers are there, you just have to look.

    I think the proof is all about the end results of amazing games put out with each of the tools.

    Construct 2

    The Next Penelope?

    Clickteam Fusion 2.5

    http://indiegames.clickteam.com/

    GameMaker

    http://www.yoyogames.com/showcase

    Each tool has had some amazing games made with them. If at any point in your game making adventures you are sitting around asking yourself "is this other tool more powerful than the tool I'm using" you're wasting your time.

    Worry about learning the tool you have chosen to the best of your ability to make the best games you can and stop these meaningless tool comparisons. If one tool can do something the other cant the problem lies within you.

  • This may be kind of long, sorry.

    I have been dabbling in the game development for 21 years now. My mother recently died of cancer at a young age so I thought man if i'm going to make games for a living I better start sooner than later. So I recently started game company. I just finished my first HTML5 game in GameMaker and I wanted to make a second smaller game in Construct 2 to learn the tool and test it out.

    I'm having a really big problem though. My very small game works fine in Chrome and does everything exactly how it is suppose to yet when I run it in Firefox or IE the game is totally different.

    Example mechanics that aren't working on all browsers.

    • Random spawn x number of platforms.
    • When a platform travels off the bottom of the layout destroy and spawn another one

    at a random left or right side of the screen at a given position above the layout.

    The above is pretty simple to do and works fine on Chrome. On IE and Firefox sometimes platforms

    spawn on both sides of the screen, sometimes there are large gaps between the platforms like one didn't

    spawn when it was suppose to.

    I'm ultimately confused on how it works fine on Chrome but is such a mess on the others.

    Another example

    -If the player lands on a platform start a timer. If the timer ends the platform breaks and the player falls.

    This timer is set at 0.175 seconds. It's perfect on Chrome yet on IE and Firefox it is half as long and you just instantly fall through.

    Has anyone had problems like this and how do you fix them? I never had problems like this with other tools. If something didn't work it didn't work across the board. Game logic is what it is. How am I suppose to change that to make it work on each different browser. For something that is suppose to be platform independent it doesn't seem to be working out like it should. This game is 96 events so far and probably 75% of it is setting properties and playing tweens using LiteTween.

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  • This fixed it. Thank you.

  • Sorry wasn't sure where to post this .

    I have a sprite with 2 timers on it. Only one timer is working though. At first I believe I was using it wrong. I was using 2 timers on one single behavior. I added a second timer behavior to separate them but only one of them is working still.

    http://i.imgur.com/zYUZz50.jpg

    I used the debugger to check and make sure everything was inline and it seems so.

    http://i.imgur.com/kBdCYcq.png

    Anyone see any problems?

  • 6 posts