tgeorgemihai's Forum Posts

  • Solomon

    Sorry to say it but you are beating a dead horse. More or less this is marketing. It doesn't say that it will add +90MB to your game, but it also doesn't say that it will not add +90MB to your game. For what is worth, wrappers are mentioned.

    If you missed my previous reply, please read it:

    Is not an excuse, but other software does it too. For example engines that export to PS4 doesn't say that the PS4 kit is expensive, or Clickteam Fusion 2.5 that does not include ads, in-app purchases and a lot of functions in the standard version (80 Euro), you need the developer version (300 Euro), or RPG Maker MV that export only HTML5/NWjs doesn't even specify that uses wrappers... etc.

    From what I see, you already purchased a license and I don't know if Scirra refunds... And to add salt of wounds, not long ago GM:S and Fusion 2.5 had some limited time discounts (I've got GM:S Pro + Android Exporter + some Indie games + source codes of some games for 12 Euro).

    I can't say I'm 100% satisfied with Construct 2, but at the moment it does it's job and I've got the money I've paid and more.

  • I'm with Solomon on this one. While for bigger games +60MB or +90MB is not such of bid deal, for simple Mario, Flappy Bird and other under 10MB games this is definitely a big downside. Let not even talk about +30MB for a Flappy Bird clone on Android <5.0 . And what is with the comparison with GTA V or Skyrim, are we comparing apples with potatoes ?

    Solomon

    Sorry to say it but as a customer is your duty to inform yourself about a product before buying (search, ask on forums, see some finished games ... etc).

    Another example is: http://www.rpgmakerweb.com/products/pro ... g-maker-mv Long story -> short: It exports only HTML5 and/or NWjs but isn't specified, you have to dig a little to find about it.

    The other way to get smaller games is to go native: Unity is arguably the best tool for indie developers, but you will need to learn coding, even if you use visual scripting like Playmaker. The same goes with Game Maker: Studio. The closest alternative to Construct 2 is Clickteam Fusion 2.5, but is more expensive and it also has it's fair amount of downsides like any other game engine.

    No matter what you write here will change the fact that Construct 2 is HTML5 engine and Ashley made it clear that he will not go native like Construct Classic. So is like "Take it or leave it" or "Take what you can get".

    On the bright side:

    C2 is focusing only on HTML5 so you get the best performance compared to other games engines that have a HTML5 exporter. Is fast. you can develop games really fast in C2. You develop once and runs on anything that supports HTML5. While HTML5 is slower than native, is supported by big corporations. It works great on mobile browsers (iOS 8, WP8, WP10, Android 5.0) without wrapper. There is a market for HTML5 games.

    You should ask yourself:

    Do I need the extra 60MB and the extra performance the native offers at the cost of more time to develop a game, or I can go with it and develop the game faster ?

    Even if you decide to go with another engine, you can continue using Construct 2 for smaller projects, or for quick sketching game concepts.

    Ashley

    Size definitely matters, especially on mobiles or in countries where the internet infrastructure is poor. And 245kb is definitely waaaay smaller than 60~90MB.

    Also, since the nw.dll is the same in all projects, can't be installed once and used by all games that uses NWjs ? To me this looks like a much better approach than integrating it in every small game.

  • From what I remember Cocoon's Canvas+ added around 10MB to your projects.

  • I get 1% CPU Load, 60fps in Chrome/Edge (i5-3330S) and 52~60fps in Chrome/Galaxy S4.

  • The closest thing I can think about is Spriter.

  • Thank you

  • Yes, while the player is not overlapping ground that is on layer 3, do stuff.

    I other words I want the action to be made if any of the following conditions is met:

    • the player is not overlapping ground
    • the player is overlapping ground that is on another layer than layer 3

    The action is not made if:

    • the player is overlapping ground that is on layer 3
  • When trying to work around the lack of custom solid selection, I've hit another dead end. I can't get the "Is overlapping" and "Is overlapping at offset" to accept another condition in the same event.

    I am trying to check if the player is overlapping only with the ground that is on layer 3 or any other condition.

    Am I doing anything wrong ?

  • Found the walkaround: Write my own platform behaviour using events

    I've tried using only 1 object with platform behaviour and the other one moved by events and switch between them, but the behaviours are executed before events so it still not working as intended. So for a simple task that was requested dozens of times before and is still not implemented I have to try all sorts of walkarounds ...

  • Bumping this topic

    So I understand that this basic feature is not implemented even now ... Can someone give me some pointers how to work around it ? I have 2 players in the same screen and I need each one to have collision with specific objects.

  • The easiest is Construct 2, but you will have some issues with the export.

    You should try each a little and see how it goes. At the moment Fusion 2.5 has a nice sale on Steam, but watch out for hidden things as needing Developer Licence to include Ads or remove splash logo ... etc. Other than that is decent and has produced some good selling games.

  • Thank you all for your great help and comments, much appreciated.

    I hope you won't be offended but I've now bought Fusion 2.5 (mainly due to the fact its currently 85% off on the steam sale) thanks anyway for all your help, perhaps one day I will buy Construct 2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    salute!

    Just checked it. For the price of C2, you can get Fusion 2.5 and some native exporters <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> But note that if you want to put ads in your mobile game, you will need the developer licence: http://www.clickteam.com/android-export-module-details

    On the bright side, somebody has made code optimizations and even native exporters for consoles/handhelds : http://mp2.dk/chowdren

  • > Except the save issue, how is NW 0.13 ? It is better than the last versions ?

    >

    > Even though I'm migrating to Unity, in the meantime I would like to test the market with different games and C2 makes that easy.

    >

    > And to be honest if we are waiting a little more, probably will not need NW at all: Edge on Win10 is smoking fast (and probably on WindowsPhone 10), Safari on iPhone/iPad works great... Probably we will need NW only on Android and older systems.

    >

    0.13 is about 20-25% faster on performance, using cpuutilisation as a metric for my own testing.

    It doesn't suffer stutter (minus asset loading, which you can control via loading on start of layout).

    We we still need a wrapper to make stand-alone .exe games for PC/MAC.

    Almost 25% performance increase sounds good As for the wrapper I was referring to the increased size that NW brings (about +80 MB). Windows 10 Edge and iOS8/9 Safari run very good HTML5 by default, the wrapper only needs to "embed" the game. On the other hand, on Android you still get at least +30MB for a Flappy Bird game and Cocoon.io that seemed great (better performance and only +10MB increased size) has blow it up with it's limitations and prices.

    Construct 2 is great, but I would still not recommend it for bigger games (even if it has been proven to be able to make them), and for smaller games ignoring the performance you still have to add the size of the wrapper.

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  • Except the save issue, how is NW 0.13 ? It is better than the last versions ?

    Even though I'm migrating to Unity, in the meantime I would like to test the market with different games and C2 makes that easy.

    And to be honest if we are waiting a little more, probably will not need NW at all: Edge on Win10 is smoking fast (and probably on WindowsPhone 10), Safari on iPhone/iPad works great... Probably we will need NW only on Android and older systems.

  • This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.

    Auch ... I wish you the best. I also want to do something like this but I'm not quitting my job until I know I can handle it.

    Limiting to just HTML5 is Construct 2/3 downfall. The fact that you still encounter framedrops in a bigger 2D game on an integrated graphics card that can play commercial AAA games at least at low settings says a lot.

    I have taken the Unity route, is harder, but at least I don't have problems with the export or with framedrops (unless I really screw something up).

    To bring an example to the table, Clickteam Fusion, does not have console support, but a few people actually made a fully native runtime for it. Yes, it does not support all of the objects and extension that Fusion has, but it works! And it lets people publish their game on consoles and other platforms.

    http://mp2.dk/chowdren/

    This is actually great, but also kind of intresting : so a bunch of people managed to create exporters (and even speed up the events by transforming them in C++) for the current gen of consoles in their free time while the developers of the Clickteam Fushion were not able.