Ragtime's Forum Posts

  • I work as a game designer in a video game company. One month ago, I tried C2 and showed the possibilities to two workmates and friends. They're both graphical artists/animators but they have been pretty seduced, so we've decided to give a try to this interesting software, just to see what could happen...

    Our objective is to make a professional quality game (something simple but well-polished and fun), but once done, I still don't know what we will do with that game. Currently, this is a challenge, for fun and eventually "more".

    Actually, I know what it takes to make a good game as a game designer but not as a developer and my technical skills might be not good enough for the very last steps.

    Everything linked to the gameplay doesn't worry me much, but when it will get more "technical", like social and monetization features (everything that can make earn money), I don't know... It will depend on what will be available in the next C2 releases.

    In 2 months, I'll be able to let you know about our game and whether we continue with C2 or not.

  • I've updated the project in the first message, but you can access it from there:

    dl.dropbox.com/u/39121175/index.html

    Now are displayed FPS, renderer, number of objects and number of physical objects. The last count is "home made" so I could have missed some of them but I don't think so.

    I've "cleaned" the project and on my work computer, it's perfectly fluid but it has always been. At home, it's a little bit slower but it remains totally acceptable.

    I'll retry on the computers on which the results were somestimes terrific and let you know about the hardware etc...!

    Thanks for you answer anyway!

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  • So... According to you, what should I do? On some computers it's as fast and fluid as it should be. On others, it's just... slow, really slow, like if the time itself was slowing down. I don't see any consistency in all that.

    Seriously, I find C2 definitely amaaaazing as a software (seriously, for a game designer it is an incredible opportunity to concretize my ideas and C2 is much more friendly-user and deep than what I've experienced before), but the exported result is sometimes disappointing... I work with two talented friends (Haematite, if you like the current visual, you'll be totally seduced by the final graphics, FX and animations <img src="smileys/smiley30.gif" border="0" align="middle" />) and I don't want to let them down with a laggy game...

    I don't even know if the problem comes from me, C2, HTML5 or the different browsers... I'm a bit desperate, I must admit.

    But thanks for your answers anyway.

  • Thanks for your answers <img src="smileys/smiley20.gif" border="0" align="middle" />

    Haematite

    What do you mean by "pretty well"? It is perfectly fluid (it can be sometimes, exactly as it should be) or just.. acceptable? How long was your session? (not long I suppose, since this is just a semi-prototype <img src="smileys/smiley9.gif" border="0" align="middle" /> not very fun)

    Kyatric

    In my case, according to you... Where does the problem come from? (if there is one)

    Browser? As far as I've tested, the performances seem similar from a browser to another.

    C2? Is there some specific things that C2 hardly deals with? Or some specific options/features I haven't enabled/disabled?

    My project? Did I something fundamental wrong? Too many loops? Too many sprites? Too many physical objets? Seriously I don't think so... That's why I don't understand... If you don't have the time to check the .capx, I'll sure understand but please have a look at the web version... It might give you a clue about what could be wrong in all that mess...

    My project is currently much less "intense" than the demo you posted (particularly the second one).

  • Hi,

    I've encountered a lot of more or less important problems during the last months, but I know there is always a way to fix them or an alternative solution... it is just a matter of time. In term of gameplay implementation, I'm satisfied and can't wait to add new functionalities and the final assets.

    But something worries me muuuch more than specific issues: the global "lag" of my game. I don't remember when, but at one moment of the development, the game started to "lag" on my laptop. On my computer at work it seems ok, but that kind of games are supposed to be played on (almost) every computers, aren't they? More generally, whatever the computer, sometimes the game is fluid, sometimes it's really slow... and during "long" sessions, it gets slower over time.

    I'd like to share my project (WIP) in order to help you (and me) understand why the result seems so... unstable. Maybe it won't be laggy on your computers, I don't know..

    The html game:

    http://dl.dropbox.com/u/39121175/index.html

    The C2 file:

    edited

    ("space" to pause the game and restart a new one, click to drop balls)

    At first sight, the projet could seem to be a mess (in which I'm not lost, fortunately), there are a lot of global variables (too much? I don't know), but not too many sprites nor too many physical objects (according to the tutorial I've read about optimization), and I think I destroy all the created objects when they're not useful anymore... I don't display anything extraordinary so where am I wrong? Which fondamuntal mistake did I make?

    In addition, I'm actually not sure that the FPS displayed is really consistant with what's happening... Something the FPS seems pretty great while the game is slow... eventually really slow...

    I can -eventually- give up some further features, but I really don't want to create a laggy game, I must be confident in what I'm doing, and not beeing afraid by everything I will add in the future in this project...

    Please help <img src="smileys/smiley19.gif" border="0" align="middle">

    Rag'

  • You're the men, guys :)

    I'll have a look at this! And eventually get back if I'm lost...

  • "invisible" was not the right word, sorry <img src="smileys/smiley9.gif" border="0" align="middle" /> I meant something like... "masked".

    For example: I have a sprite, I want it to be "masked" by default (for the player, it would just be invisible) and smoothly unmasked when I put a scope over it, just like the example above but "reverted".

    In a game, it could be, I don't know... Maybe some "invisible" ghosts the player would have to reveal with a magical light.

    Know what I mean? I think my description is not clear enough...

  • Interesting!

    With that kind of method, is it possible to have a sprite "invisible" by default and reveal it by moving the scope over it?

  • Hi all!!

    I'd like to know if there were a way to make a dynamic alpha mask, like a sniper scope or something...

    But actually, I'd like to make something like a sniper scope, but "reverted" : everything would be invisible but the objets within the scope would be revealed.

    Is this possible? If so, how could I do that?

    Thanks in advance!

    Rag'

  • edited... I'll try something...

  • OK, I see. Thanks for your answer.

    Is there a hope to see this bug fixed soon or should I find another solution?

    It's a really annoying bug...

  • Is it something specific to the release 76? (if so, I can downgrade temporarily...)

  • Hi there!

    I have a little but really annoying problem with my project:

    The physic elements worked perfectly fine until now, but since I tried to replace the static sprites by the animated ones (nothing more !), sometimes the physical collisions seem to be... how to describe that... just ignored :o (rarely, but rarely is still too often...)

    Is there a known issue concerning physics and animation??? This is really, really strange (seriously).

    Could it be a problem when the animation loops exactly at the same moment than the collision, or something like that...?

    I may have done something wrong but I don't know what...

    Please help :o

    Rag' <img src="smileys/smiley18.gif" border="0" align="middle" />

  • This plugin could be really really useful, I'll test it as soon as possible! Thanks!!!

  • Thanks for this plug-in :)