Thndr's Forum Posts

  • Well it could be used more than just the Physics plugin as well.

  • I've never had an issue with C2 and Steam myself.

    Unless Scirra hears some details back from Steam that solve the issue I think the way to resolve it is for Scirra to release a limited steam beta (requires beta key) that authenticates differently (like the Scirra official purchased version)

    This way, the installation doesn't change, and only thing changes is the auth method. If the users who have the Auth Beta C2 have issues, then it's C2. If they have no issues, it's Steam. (Because the only difference is auth method)

    Other Steam games/software have closed beta updates that require keys (Borderlands 2 does), and if non-communication/run-arounds happen then this is the only option that covers all bases.

  • Ashley

    Glad to hear you're trying out ASM.JS for some improvements.

    Widespread ASM.JS support won't be here for a while because of the update schedule of many browsers don't have it as a priority, however I was wondering if in the future there could be an project option to use ASM.JS versions of plugins rather than the default ones.

    Sort of how you can enable/disable WebGL for a project, but for ASM.JS. With Chromium's improvement and Firefox support it should cover a large enough user base, along with potentially making Node-Webkit run even faster. Faster NW support means people can do more and make games with speeds even closer to native languages. (would love to see a ASM.JS optimized benchmark with the C2 engine on Node-webkit :3)

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  • STEM Game Challenge

    I know people are trying to get C2 into education and everything, and I found out about this game challenge for Grades 5-8 and Grades 9-12. They don't list C2 on the site, but they do allow other engines to be used than the ones listed.

    I think it would be some good advertisement on how C2 can be used by kids in an educational environment, and they do have an option to contact them if you are a maker of another game creation tool (which C2 is).

  • > You can play Super Meat Boy at an expert level on it. :D

    Correction. This one guy can play Super Meat Boy on it without too much trouble. His experience is not necessarily translatable to everyone, or anyone, else. We'll have to see when more people get the chance to try it out.

    I'm not convinced that the controller will be a viable option for anything involving twitch reflexes. The examples he gave where rather simplistic. Meat Boy, while requiring twitch reflexes, does not have a complex control scheme (by design), and Spelunky, which kinda does, is not as fastpaced.

    A Megaman X/Zero title or similar which do require both twitch reflexes and have a slightly more complex control scheme, I doubt the controller would suffice for. But if it does, cool. Until we know though, I remain skeptical.Well the blog article did post it that the only reason he'd choose the 360 controller over the steam controller is his fimilarity with the 360 controller, and if the steam controller was the only one after some sort of cosmic controller genocide, he wouldn't be mad to be stuck with the steam controller.

    I understand exactly when he says he cannot play a game with sh*tty controlls, or with a sh*tty controller. So I would think it's safe to say it's very usable for a game like MMX/Z.

    He did not complain about button mapping OTHER than no-nibs, so the tactile feedback itself for pushing those mapped "buttons" is good enough. If there was something off with the feedback or even button responses, he would've said something specific about it.

    The real test for the button maps would be a fighting game, as it's one of the only ones you constantly use all front buttons rapidly in a game.

  • Just to give more insight about the controller, a friend of mine who has a professionally biased opinion. The most he has said himself is that he liked it when he played an FPS with it, it's very mappable, and linked me a post he knew that would explain what I would ask him about how it works

    Super Meat Boy and Spelunky VS Steam Controller

    You can play Super Meat Boy at an expert level on it. :D

    The track pads can have multiple mapped actions based on location. (Duno how many max possible). So there is no loss in buttons.

    Dual-stick games, how often do you use all the front buttons? Xbox gots 2shoulder 2trigger, a total of 4 non-front buttons. Steam Controller has 6 because they have 2back buttons.

    Plus the fact that they're making it so you could potentially design your own controller, so manufacturers can make different shaped ones if people want to have a more classic layout (but you can just plug in that 360 controller anyway since it's a computer).

    Since it's a track pad, it'll be better for mouse based games than a controller. I assume there will be different modes of mouse movement behavior (moving based on location on pad*like a thumbstick* VS moving based on movement on pad*like a track pad*)

    One thing to think of is we always used trackpads with the side of our thumbs or forefingers and they always sucked because how awkward it was to use it. On a controller using your thumbs is more natural and with that you can use it more accurately. I would assume it increases it's potential to come close to mouse use, at least almost on par with track-ball mice for gaming.

    I wish this classic controller design would just die. it sucks.How is it a classic controller design? No one else would put all 4 font buttons and provide a larger area for the 2nd stick.

    The reason the controller design hasn't changed is because the design they use now for the button count is efficient. A controller has to have grips, and the thumbs are the main tools we use for controllers (because fingers grip). Buttons are placed at comfortable grip points (shoulder, back), while the front controls are placed based on use and more comfortable position for that common use.

    Before dual analog, the right area was used for buttons only, and no one has wanted to upset that because it works great. They added a 2nd set of shoulder buttons because they could not comfortably add them elsewhere. Same with pressing the thumbsticks down to get a button as well.

    The Steam Controller upsets the standard by making it's "thumbsticks" take up more valuable real estate on the controller front, moved the front buttons to the middle because of their use in modern games, added another button to the back. If this was all it would be rather mediocre, but thankfully you can map the hell out of the track-pads for multiple functions to basically get a regular controller.

  • If Nvidia is willing to play ball with AMD and use Mantle, that could further help SteamOS get stable footing.

    But still, the biggest hurdle for it, the way I see it, is still gonna be the Windows only titles on Steam. How will that be handled? Emulation? Something else? I don't think it's something they can, or should, ignore. Streaming. It says so in the thing about SteamOS

    Thndr I very much doubt Steam will even want web/non-steam games being played on their OS - it's called 'SteamOS' for a reason.The issue is it's a PC and even the WiiU has it's native browser support HTML5.

    Steam itself should be using a more fully featured webkit implimentation for the client on PCs. SteamOS could just allow easy integration of your browser of choice, but I doubt it and it'll have at least their implimentation of webkit.

    Even if it is called "SteamOS" It's linux and they said people can do whatever they want on it. However the streaming non-steam games thing may not be a thing, but it depends on how they are streaming Windows games to SteamOS. I doubt steam will limit you to your own steam library due to the fact that it's MUCH more useful to be open about things. And Valve is pretty damn open.

  • More news today about the SteamOS and the SteamBox hardware.

    It's going to be a Steam-Console, not an alternative main OS but a TV box Multimedia Console OS. I doubt it'll have much in the terms of actual office use but it's linux so people can make packages for it. But it's focus is being a console.

    One thing is while Linux will run Node-Webkit, what about web based games? Steam currently uses a lackluster implimentation of Webkit at the moment, and if they do the same on the console it will make it so you can't play your game on the steambox without node-webkit export.

    What I would like is to see if Scirra could contact Valve about HTML5 compatibility withing Steam and the SteamOS. If they can do that maybe they can also ask them about a Workshop-Arcade for games if they have not already Shouldn't be as complicated as workshop-plugin repository I hope.

    Also another interesting thing to consider: Streaming Construct 2 from PC to SteamOS Box. Do you think that SteamOS would support that kind of streaming?

  • PyxelEdit just updated today with a decent update that includes some base marquee and animation support. Also exports it's XML level tilemap to a JSON format. A bunch of other stuff has been added too.

    Of course to make up for time spent, the dev is charging a price of $8, or more if you want.

  • But that's mostly due to object/logic tracking with those objects and collision checks, which collision checks already cull objects obviously too far away according to a previous post by Ashley.

  • Thndr - try stepping with a timescale greater than 1, e.g. 2 to simulate a step of 0.032 (corresponding to 30 FPS).Oh hey it interacts with the timescale number, did not notice that and thought it only did 60fps at timescale 1 all around.

  • With the new step feature, also be able to step at different framerates other than 60fps (0.016dt), in case your target framerate is lower.

  • Did you email Scirra?

  • The only way Low-poly pre-rendered graphics are faster than high-poly pre-rendered graphics is the creation of them and pre-rendering time. That's only because it takes longer to make and render the model you're taking rendered images of. (which of course you're doing none of that with C2)

  • Well I'm unsure how it'd work better for multiplayer, rather inexperienced on making any networked games.

    Whatever seems most secure and less likely to cause accidental glitches/cheats.