tgeorgemihai's Forum Posts

  • Great assets

    Thank you very much

  • pixel perfick

    TiAm

    For 120$ you get an easy to use (almost no programming skills needed) game maker that export HTML5 (even without the "exporters", the index.html file can still can be tweaked to run on any device that supports HTML5). Of course that it has some issues like the TileMap scaling that makes it unusable on variable resolutions or the overall performance could be better... etc

    The performance is not that great compared to native games, but it comes really close. We are talking about average casual gamer, the one that plays Angry Birds, not the one that plays Battlefield 4 at Ultra-Quality and expects no less then 60 fps... Any constant fps higher than 30 would do fine for average casual gamer.

    Also HTML5 is not complete, still evoluates as we speak and Scirra team upgrades Construct 2 very often, for example:

    • WebGL increased significantly the performance/speed
    • asm.js powered physics
    • bug fixes

    Just to make a quick comparison with another few engines I tested until I decided to go with Construct:

    Unity

    Great engine, free for Indie Devs until they reach 100.000$ , great tools and support, and also exports native games on different platforms (including consoles) and decently easy to use.

    The bad: You need to know programming, spend more time, need 3D models if you decide to make a 3D game and does not export HTML5. You can skip some programming if you buy a 100$ plugin named PlayMaker that gives a Construct-like interface, but also buy other plugins like IAP, Social (even PlayMaker have different plugins depending on platform, each variate from 10$ to 25$)... or you can code them yourself.

    Game Maker: Studio

    Costs 200$ to get the HTML5 exporter and the performance is not that good even if makes native games (Try Street Fighter X Mega Man to see the minimum requirements for a 8bit-like game)... For "better" performance you can buy the Yoyo-Compiler for just another 300$ or the whole package and exporters for 800$. On top of that you get to work with a very outdated layout editor and need to learn a proprietary programming language. Quite the deal.

    Also has a great community and the support team answers to all questions you have about bugs and features. /sarcasm

    The good part is that exports directly to other platforms without the need of 3rd party wrapper.

    ... and a few others engines

    Long story -> Short:

    You get what you pay for. But yes, I dislike the fact that I need to relay on 3rd party wrappers in order to export my game on different platforms. Also, from here on, HTML5 is just getting better and better.

  • You can't have only advantages without having disadvantage: C2's flexibility comes with the price of not exporting native games.

    Still, I find C2's performance really good (with WebGL), especially for it's price.

    If you want the best performance and native export then learn a programming language and spend at least twice the time in other engines to make the same actions you would make in C2. Also you would need to optimize your code for every platform otherwise your game would look like a bad Android port from iOS.

    And hardware is dirt cheap nowadays, you can buy an used DualCore PC (with integrated GPU capable of decoding at least 720p) or an Android tablet for less then 150$.

    Also Windows 7/8 is better than XP in many ways. Unless you have a really old PC (SingleCore and less than 1GB RAM) I don't see any reason not to go for Windows 7/8.

  • Hello , when i test my game on the tizen web simulator the game run fast,

    but when i test it using the emulator phone it runs slow !

    is this a problem ? i don't know how the results will be in a real device :s

    Tizen Simulator runs the application/game in Chrome directly on your PC

    Tizen Emulator runs the application/game in a "virtual device" running TizenOS (more about emulators here)

    The emulator is more precise since it imitates the real device, but at the same time requires more resources.

  • trollface

    As far as I'm concerned, at the moment it works on Android and iOS ... And WindowsPhone 8.1 update will bring Internet Explorer Mobile 11 <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Nice <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Looks great <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Hurray, I've been approved as a Nintendo Wii U Dev <img src="smileys/smiley16.gif" border="0" align="middle" />

    After a quick look, I get that that I need to use Nintendo's software and hardware (DevKit) in addition to Construct 2 Engine (that was kind of expected).

    Privacy Policy is pretty standard like in all corporations:

    • What happens in Nintendo stays in Nintendo
    • Nintendo has the right to modify the Privacy Policy without notifying me.

    Ashley , I will wait for your mail with the details about Construct 2 Wii U exporter <img src="smileys/smiley20.gif" border="0" align="middle" />

  • lucid

    Yes, something like Mode 7 from SNES <img src="smileys/smiley2.gif" border="0" align="middle">

    Also thanks for reminding me about R0J0hound's Paster Plugin. He also helped me with a very good 3D example using his plugin.

  • bjadams

    Spriter works quite well already ... You can start to use it order to familiarize with the framework and add updates to your project as soon as Spriter receives new updates.

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  • Great work lucid <img src="smileys/smiley20.gif" border="0" align="middle">

    Construct 2 and Spriter are getting better and better. I'm glad I've bought license for both (best 119$+25$ spent) <img src="smileys/smiley14.gif" border="0" align="middle">

    Small question: Can I make a sky animation like

    Subscribe to Construct videos now

    using Spriter ?

  • Great initiative ArcadEd <img src="smileys/smiley20.gif" border="0" align="middle">

    I'm interested in this ... Also I have a few questions:

    1. Can I use Pode's HTML Pack Plugin instead of integrating various Ads plugins ? The game would load the Ads code from my site/server so I could easily change the Ads content serverside without the need of updating the game <img src="smileys/smiley14.gif" border="0" align="middle">

    2. Can I make only one build of the game that would contain the code for various IAP stores (the game will detect the OS and will use only the code for that platform) ? And if I can, is it recommended this method ?

    I don't mind to have more builds, but it will be harder to update several builds instead of only one (especially bigger updates).

    Also, I am interested to see the new features of CocoonJS (last time I used it had issues with scale modes and Facebook/Clay.io plugins) and how it competes against Intel XDK and Crosswalk <img src="smileys/smiley16.gif" border="0" align="middle">

  • +1 <img src="smileys/smiley20.gif" border="0" align="middle" />

    That would be great <img src="smileys/smiley16.gif" border="0" align="middle" />

  • mist

    Of course is possible ... Use a layout as a menu.

    Super Ubie Land is made in Construct 2.