RayKst's Forum Posts

  • One thing i have to praise, they have really nice game examples on html5 already : https://apps.yoyogames.com/reflexions/play

    https://apps.yoyogames.com/pollushot/play

  • Even then if they really export to native, they have an advantage there. What is left to know is how good their exporters are.

  • But what was the cause of error 37 ? A bug in the code or too many crazy sick over hyped people wanting to play, ie. Server Busy error ? Damn Diablo 3 is probably the most hyped game of all time, one guy already died.....

  • Yeah as Ashley said C2 is not yet fully translatable. When it happens i'll get C2 translated to Portuguese-BR myself, fear not. No need for more than one person for that.

  • Well, the best programming oriented engine you can find is probably ImpactJS. Yet i'm a programmer and much prefer Construct2 over any programming oriented engines. There's very little you absolutelly can't do with C2 that you can with true code. One important thing though, is if you're making a complex game that needs some custom features that C2 can't do at the point, event with the SDK, you're stuck till it gets implemented. Fortunately that never happened to me till now.

  • That was just an experiment:

    "Our goal as a company is to provide the best platform for building mobile apps, and so XobotOS will not be a focus for us going forward. But it was a fun experiment to run, and as it turns out, a few technologies have come out of the effort..."

    So even though an entirelly C# based Android won't become a reality any time soon sadly, (I like C# and .NET/Mono/Monotouch/MonoAndroid much much more than Java and JVM/Dalvik), some pretty interesting tech came out of the experiment. An exciting one is C# bindings for Skia (Chrome internal rendering engine).

  • Well that's the core of the problem then. Damn WebGL, or something like it must get full support asap for html5 mobile to win it's space among native solutions.

  • Wow Kickstarter is getting more and more awesome projects :)

  • I would forget about Canvas, Div , CSS3 and stuff and try to handle it all with WebGL. It's funny since Wolfstein 3D, that uses the same concept of transforming sprites, was released for browsers recently and it's made entirelly with Divs and div transforms. Pure madness.

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  • Yeah this would be a great addition. There's not many engines that support this out of the box.

  • Yeah i found Pokki bloated and invasive. Not an option for me either.

  • Just saw the post at CocoonJS blog. It's currently at 30~50 fps range, dropping greatly with many sprites on screen. I hope we can get at least

    50~60 FPS at all times. I see it's not optimized yet so that must be the cause of course.

  • It's here! Anyone with and Android phone ready ? Will there be support for iOS ?

  • I think the dream of "Construct it once and play everywhere" is a bit far yet :( I still have my doubts if html5 is the final solution for "ultimate multiplatform awesomeness". But no matter what I'll keep following C2 closely :)

  • Right now if you want a decent game on mobile with decent performance you have to go native. I'd love to be proven wrong btw.