RayKst's Forum Posts

  • Hehehe if going that route you might as well recode the entire engine from scratch in Obj-C. Scaring.

  • Also, another problem that might never get fixed is that the EXE takes too much time to run on first run, several seconds. Kinda annoying.

  • <img src="http://dl.dropbox.com/u/3232744/a.gif" border="0" />

    Ahauuhahua +1 for bringing on Avatar :D

  • My gamepad, Leadership Gamer doesn't work too (latest chrome). It's not even detected. I guess html5 gamepad support still has a way to go :\</p>

  • Looks great but you need to increase that animations speed. It'll make things more dynamic and compatible with the game pace. Maybe make animations with more frames too. Other thing is walking animation. Make it more like a run animation. More fast paced. Otherwise the game will feel boring. My 2c :D

  • For those wanting to get a start on WebGL shaders, this is a nice place to begin:

    http://webglplayground.net/

    Yay! :D

  • The guy used Canvas to implement it. Now that C2 will support shaders from WebGL things like that will be easier to implement and much faster in runtime than if using Canvas. The demo is slow as hell btw. Unsuitable for games. But it serves as an implementation reference. Really nice implementation.

    With shaders we'll get this and much more. Shaders effects possibilities are infinite.

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  • Production-ready mobile support should also be coming in r100, and Mac and Linux support should be coming pending support from Awesomium. We have Facebook integration and some limited ad support (on CocoonJS), and other things like the Steam API haven't been an option until we got our desktop exporter working, but we do intend to improve integration across all platforms in future.

    Really ? That's great to hear ! R100 is a huge leap for C2 then.

  • The problem is that C2 relies completely on HTML5/WebGL. HTML5 still has a long way to go in terms of support so C2 multiplatform power , while very good in terms of reach, falls short in terms of effectiveness. Only thing we can do is wait for HTML5 to grow or leave for other engine. It'll depend on the situation. If you're really serious about making games for mobile mainly and possibly desktop and depending on the kind of game, unfortunatelly C2/HTML5 won't meet the expectations right now because of the state of HTML5. If you can leave mobile aside for now, then C2 is an awesome choice.

    About the programming possibilities one of my programming dreams is making a Construct for programmers using only a scripting language instead of events but with all scene editing and easiness of C2. Right now there's no engine that offers that, Unity get's near but it's 3D oriented unfortunately.

  • At least one week more <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Rory Nice! Firefox is doing great on the latest versions, at least it starts much faster than Chrome which takes 10+ seconds to start here.

  • Soo, Mobile is still a no go. Let's go Chrome FF and Desktop then. There's no way, Mobile will only take off when WebGL get's full support. There's no wrapping magic to save us all. I say one more year at least to that happen at minimum. Hope i'm wrong.

  • I'll update the bullet code , it's capping on 1000.

    ... Updated. Now it should adapt bullet rate depending on FPS.

  • Goes perfectly on Chrome. Someone test this on Mobile with Cocoon :)

    Another cool thing from shaders: Now we have scene transition effects ! Yay \O/

  • Rory On Chrome or Mobile ?