RayKst's Forum Posts

  • :D Heheh

  • The best thing Microsoft ever did is it's .NET framework and C# , hands down.

  • Pure awesomeness. Game Maker is a great software no doubt, it pretty much started it all. But i bet on Construct :D Only real advantage of GM over C2 right now is that it exports/will export to more platforms.

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  • GeForce 9600 gt, Win 7 x64, no probs.

  • You can create the project as folder selecting "Use a project folder" option and then host the project in a SVN host or GIT host like Github. Then you and your friend could work on it. But if you mean working together in realtime like a network editor than it's not possible, not yet (i think :D)

  • Can't see any problem. On the contrary the site is much better designed, more features, and the rep points is an incentive for the construct community to start creating content, helping others etc. Of course there's many bugs but it's natural. It's a childish overreaction imo. Sorry couldn't hold myself . The Logo must be worked on though. Does the forum engine supports skins ? It could solve the design preference problems :D

  • A good way imo is to do it like i did here : http://spritevortex.codeplex.com/ . I'm not coding it anymore but it's a good example.

  • My Test:

    Graphics card: GeForce 9600GT

    Classic: 3810 objects

    C2 with IE9: 3191 objects

    C2 with Chrome 12: 539 objects , accel. canvas : 540

    C2 with Firefox 5: 2107 objects

    Chrome is going very bad. Hope they fix this soon. Not only that but only with one object to render it stutters as hell. It's practically unusable.

    The IE9 team made an awesome job .

  • The new method makes much more sense and is easier to understand and work imo

    A Question about animation internals : On opengl/d3d engines the best method for animating is using one texture / or as less textures as possible and drawing separate parts of this texture to do animations (drawRect , UV etc) . Does it work like this for Canvas too ? Will C2 do animations by rendering separate images for each frame or use spritesheets (internally and/or in editor) ?

  • Nice work ! Did a quick test and everything worked perfectly

  • Plugin : Tilemap

    Behavior : Physics

    But Families is kinda important too.

    But what i miss the most is of course animations

  • Great this new tiled bg is beyond awesome !

    Keep getting this though, couldn't reproduce it, apparently not related to tiled bg :

    Condition: system_expression != NULL

    File: Projects\ExpTree.cpp

    Line: 657

    Function: void __cdecl ExpIdentifier::Evaluate(class ExpResult &)

    Build: release 38.2 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    Started to popup when i tried to add a compare two values condition, entered values then pressed ok . Now it pops up every time i open the capx

  • Well after testing it, i must say i'm still more comfortable and productive with Construct That scratch block system can quickly become annoying and messed up imo

  • I don't know what they've changed in this release version from previous ones. I tested it for some time before release as private beta tester and i can say :

    1 - Their GUI is awesome. But can be slow at times

    3 - The event blocks system looks good , but requires more clicks than Constructs. The advantage is that it can be more intuitive for novices and event kids (or maybe not), but not necessarily easier.

    4 - The overall runtime speed was kinda poor on previous versions, don't know how it is now . I have a feeling HTML5 tends to be faster but i'm not sure.

    5 - It uses Box2d to handle everything. This is good sometimes but may become a problem if one wants a customized control over collisions.

    5 - On the versions i tested you could define collision geometry as polygons but only by inputting direct values of point coordinates, terrible . I'll check if this has changed.

    6 - Parallax was much less intuitive and cumbersome to do than Construct . Again, i'll check this.

    7 - Overall : Biggest advantages over construct : Integrated support for Community share over tutorials , assets, games , game hosting etc, publising on major portals etc.

    And : Support for editing code directly.

    And of course : Their site is very well done.

  • GameDevelop doesn't even come close to Construct in terms of usability , ease of use : Too many clicks to do things that could be made in one or two. Second, it uses SFML as backend. SFML is a great library but it is not super fast in terms of rendering. I believe Constructs engine is much faster. An engine/editor must be complex in terms of what and how easily you can do with it and not how difficult is to do things. In this Construct pwns all other solutions for 2d games that exists today.