lennaert's Forum Posts

  • > I don't need to create any pools nor I care about that.

    > So far this post was seen by 13,874 "Second Constructors" but only a small few said they want native...

    >

    About 100 users said that they want native exporters.

    Show me any topic where the number of vistors and the number of posts is the same.

    And if you really don't care why are you still in this thread?

    I have already proved that native exporters give much better performance than wrappers.

    I have already proved that 80% games are CPU bottlenecked.

    I have already proved taht 85% users need native exporters.

    And there are no proves from people, who don't want native exporters.

    I am really sorry, that I need to say that, but some of us begin to think, that people, who like wrappers, are just another account of Scirra's developers.

    Show me any reason not to create voting about C3 features on scirra.com?

    You have proven nothing to be honest.

    You took a poll with a handful of people who all appear to lack some decent insight and prefer to call a developer lazy instead of listening to his reason.

    Did you translate Ashley posts and handed them to your Russian comrades ? Did they read it ? Or all you all so blinded by your thoughts of a native exporter being the holy grail of comfortable solutions ...

    You know, the one where he explains it will not change anything.

    Ashley mentioned before he had gotten no proof or evidence, he mentioned this a couple times already.

    Perhaps you should email him your example which you call evidence.

    Because apparently, he has not seen them.

    And you are under the impression he has ... well, he has not ...

    Seriously ... all I see and read from you guys are one track minded thoughts .... like a bunch of bricks .. who now also claim some of us work for Scirra ....

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  • I have been busy with a RTS engine for space games and its working very well.

    During some tests and trials with multiple computers I ran into this this strange oddity which I accidentally discovered only effects the machine running the construct 2 application.

    Example/info:

    I tend to start the host when I launch the previewer from the construct 2 app.

    I was testing the host CPU usage, when 2 players had each roughly 15 vessels ....

    The peer was/is on another computer in the same network.

    The host runs smooth, up until the peer connects and then it somewhat seemed like ~30-40% more CPU usage then the peer.

    Which annoys me, as I have designed my engine to distribute the load between peers and host.

    I had expected the host and peer to run with about the same CPU %, which it didn't.

    After some pointless tweaking and restarting the previewer I accidentally made the other computer in the network the host, making the computer having the construct 2 app, become peer.

    Surprise surprise .... the peer (computer with construct 2 running on it) suddenly had the ~30-40% more CPU usage then anticipated, and the Host on the other system, ran with the low CPU usage, which I was expecting in the first place.

    Sooooooo ......

    I hooked up another system in my network, and started a game between 2 computers in the network, not including the computer running the construct 2 application.

    And wow ... the game ran smooth as can be ... both systems low CPU usage .... as expected ....

    But now my questions is, why is this ? how come the system running the Construct 2 application adds to the CPU usage ?

    Perhaps I am overseeing something obvious ...

    TLDR;

    A system running the construct 2 application, adds quite a bit of CPU % usage to the CPU usage indicator in the debugger.

    At least where multiplayer is involved and a peer connected.

    Why ?

  • If your intent is developing games with construct 2, using an overpowered system could mislead you when running tests.

    Seeing as your system would 'easily' handle anything you designed on it ... whereas a less powerful system might choke on it.

  • 85% of 14 people that VOTED.

    They are in cahoots with one another !

    And Ashley do not want to make native export because of laziness.

    I found myself looking up an article about chemical nudering.

  • Its up to you really.

    You determine the contents of your project and what it is used for / aimed at.

    Your campaigning is aimed to get people to support your project.

    Whether it is short, or long ....

    My guess the duration goes hand in hand with what your trying to achieve.

    Lots of projects have certain goals along the way if they surpass their initial target funding.

    The more funding that comes in, the more extra options you might offer.

  • Hello,

    I really want to buy a personal licence on construct 2, but the only way to pay for me is iDeal.

    I am from holland, and only 18 years old so credit card is no option for me and i just dont have and want paypal.

    Is it possible for me to get the licence with ideal?

    Greetz,

    Rick.

    You can set up a free Paypal account, and tie that to your bank capable of ideal.

    You can set it up like that money taken from paypal will be withdrawn from your bank. Just takes a couple days extra.

    Groetjes

  • Ofc, just place some hidden sprite somewhere in your layout editor, and use that as reference.

  • Check other campaigns

    They have lots of details in their summaries and rewards for funders.

  • double click the sprite in the editor, when open in the animations list window, click the desired animation (probably default) then in the left side of the construct editor, in the properties pane, should be an animation speed option. You can adjust this number.

    You can right click the animation name and select preview to preview it in the editor.

  • Perhaps, apply the event to an "Active" ball.

    Set a boolean on the object called active, and set it to true when shooting with it.

    Once its in a hole, set the boolean to false. Then next ball gets the boolean to true etc etc

  • Sounds like a problem inherent to the pathfinding concept.

    Moving objects can not (should not) be taken into consideration for pathfinding obstacles.

    There are some options to prevent the overlapping, one I use often is the "push out solid" behavior.

    There is a push out solid in the custom movement behavior, and Rex also has one with his plugins.

  • > You solved over 200 developer problems, for construct ? where ? With just 55 posts on this here forum with half of them being about extra features to make it more 'comfortable' for you .... I find this hard to believe.

    >

    For construct on http://www.c2community.ru

    I have 1270 posts and 235 reputation points there.

    When I help somebody, he can click plus-button and give me +1 to reputation.

    Nice, that's actually pretty cool.

    Anyway, I think Zenox98 is right, this discussion has indeed long past it's usefulness.

    I'm out too.

  • If you leave the debugger open in the inspector it does that, 1 ~30% but if you open the profiler tab, it remains on 0% ~1%

    I am guessing it is due to all the values continuous being set, which gets updated in the inspector tab.

  • You solved over 200 developer problems, for construct ? where ? With just 55 posts on this here forum with half of them being about extra features to make it more 'comfortable' for you .... I find this hard to believe.

    Look at my post count ... the vast majority is from the How do I section .. where I helped others solve their issues.

    I have seen so many issues .... Almost ALL of them were user related implementation issues. Just a handful of them were directly related to bugs.

    Steve Jobs had 1000's of Asians doing his work for him cheaply to make his product 'comfortable'.

    I'm just being realistic about what's possible.

    Also .... do you know Xcode ? apple's propriety code for their applications ?

  • P.S. 80% games are CPU bottlenecked and only 20% are GPU bottlenecked.

    P.S.S. I have already showed you many cases of such games and proved my opinion.

    3. Export will be one-click.

    P.S. It is not the main reason, but it will be cool to spend less time for boring things.

    May I ask how you came to those figures regarding the 20% being GPU bottlenecked ?

    Also, paradine,

    I just noticed the one click option .... that would be awesome ... But I can definitely telly you there it will not happen anytime soon.

    The amount of options needed to set and extra information required for the wide variations in exports ... keeping these working every update will require loads amount of development time on scirra's behalf. Which would get reflected in the price for construct 3.

    The Tutorial Byondisoft posted, that is actually a relative simple tutorial for those comfortable with a command line interface. (which is actually a pretty generic thing for most decent programmers)

    If the Russian developers consider this hard, I can definitely say that the Russian developers are far from any professional level of programming and are unaware of the workloads involved with the finer aspects of their request.

    did any of you ever zip align a package ? or made store keys ? or bzipped ? Seriously lots of these packages are also from third parties and required in most scenarios to produce a working APK package. These are required on the end users their system, requiring them to download and install ...... Its not like they are embedded in Construct 2. Hell, I doubt some of these packages even allow another party to integrate their material in to another product.

    byondisoft, great stuff btw, neat and organised tut, I'll use it a couple times when you finish it up.