tomsstudio's Forum Posts

    Its almost 3am here,

    but i know the minimum required is android 3.2, so i think most above that

    Ill check the engine docs and get back to you with a more definitive answer

  • tomsstudio - as I've tried to mention before in the thread, WebGL effects are only the tip of the iceberg. You're going to have a long list of major unsupported features. We would offer more help if we thought it would result in a commercial grade product.

    I'm going to have to disagree with you here Ashley.

    WebGL is daunting, ill admit.

    Multiplayer will be the longest feature to code in. I will probably require help from someone on this.

    But all the other features i have looked at in Construct 2 are already in development/or already have modules.

    Your help would be appreciated, but not necessary

    Like i said before, i truly do love construct 2, i appreciate the work you and Tom have done, it is truly amazing, it has inspired me

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    Oh and the person who pm'd me:

    I need 240 more rep to reply

    So beta not too far away i hope, working closely with developers will be the most important part.

  • Back to the basics. Super-duper features are nice, but

    Make basic features - Ad, GameCenter, IAP, etc - work surely on every platform first.

    I think that's the real value of HTML5.

    I've put my game on hold to work on my Native thingy.

    Ad via Admob IOS + Android /tick

    IAP IOS + Android /tick

    Gamecenter IOS only atm /sadface

    How important is WebGL Effects on mobile to everyone? Cause these are really, really hard to code .

    I might have to hire someone to code it for me.

    **Update 12th March**

    Added Targets: Windows, Mac, Linux via GLFW

    Added Possible Targets: XNA (xbox360), PSM (PS:Vita) **I say possible because i don't have the hardware to test, but the engine supports both targets**

    Looks like Webgl effects is going to take a while, so going put those on back burner.

    Everything else is coming along nicely.

    Got a very basic version of cloud compiler working, still mostly concentrating on features.

    For myself i'm having a lot of fun making this.

    However, winter is coming (game of thrones), must not get too distracted

    *Spelling ><

    It would probably be better if tomsstudio had a small team of volunteers to help him out since it seems such a big task for Scirra to take on. I would rather them work on this then multiplayer, gosh I don't even want to think about the complications that's going to cause. I can't even post scores on Facebook from my android game..

    Posting to facebook shouldn't be too hard to implement

    The biggest help when things go into beta will be people submitting games to test.

    The biggest help right now would be knowing what features people want the most, and of course there support

    So you'reusing Monkey? That's nice, it is a really nice language.

    Now for a bit of inception, imagine an html5 C2 project re-compiled to html5 through Monkey

    Keep us updated

    nooo my brain XD

    This sounds awesome. Good look with this adventure!

    Thank you

    tomsstudio

    You've got my attention here.

    Regardless what ashley officially said about your project you never know...

    But I have to agree with him in one thing, be sensitive of how you present this and what hopes you raise.

    Best wishes

    I understand your concern. My policy is only when i have a feature being developed then i can say 'hey look x has this feature'.

    But what i can say is that i'm dedicating half my time to this, the other half going towards my game i'm making.

    I'm fortunate enough with my wonderful family that i can dedicate a lot of time to this project.

    Very Interesting.

    did you recode the Construct2 function into a native engine ? (using capx xml setting to setup your how engine)

    or real use wrapper html5 ?

    Did you plan or actually use Draw Call Batching ? (it's the real limitation to a true power use of construct 2 on mobile device)

    Sorry i don't understand the first question.

    Onto batching i cant say at this point.

    You are right, its not an easy task.

    I originally thought of translating the .js from the compile time, but that would be too difficult.

    Instead i started looking at the .xml files and found that they were quite easy to understand in terms of logic progression.

    Everything the the program needs to know is in the game.caproj, the layouts.xml and eventsheets.xml.

    The program goes through each file looking for particular crucial pointers and writes the necessary code into the framework.

    What you have to understand is that i'm not directly taking .capx files and magic them into native code. I'm taking the .capx files and converting them into the code of the framework, which then converts the code into native.

    No, WebRTC, WebGL and WebAudio will not be supported as they are.

    However, the .socket software i'm using supports Windows Desktop, Mac, Linux, IOS and Android. Its just a case of trying to get it working as close as possible to C2 WebRTC when it ships.

    OpenGL is used instead of WebGL.

    Also separate audio engine is being used.

    DOM might work, xml not sure, json yes, keystorage yes.

    Android uses Java SE sdk.

    IOS uses xcode and ios sdk.

    Yes I have a question. Your convert is a parse string based conversion. Are you using custom file based comparators?

    How are you managing this?

    Well funnily enough the erm....reader? Is built in construct 2 using nodewebkit, ajax, and xml plugin to read all the data.

    Basically whats supposed to happen is the reader grabs information from the (game).caproj, finds out what behaviors are being used, game name, how many layouts and event sheets etc etc, goes on then to read the layout.xml files and eventsheet.xml files and gets object ids and positions etc. The reader then grabs any image files and sound files, uploads them to the 'cloud' server.

    The server using a open source framework called monkey compiles to native code, then sends the compiled code back to you.

    Now, the server part is still on the works.

    But locally i've gotten

    *Platform movement working

    *Physics using Box2D(open source) is kinda working

    *limited gamepad support(PC only so far)

    *very basic socket function

    *touch inputs are working

    I cant think of much else sorry its 3:30 am here.

    Any other question ill answer in the morning

  • Ashley

    I may not as smart as the team at scirra, but i'm not severely underestimating anything. I know how complex its going to be, i may fail, i may not.

    I originally joined this thread to defend C2 by saying that i'm working on a native compiler, not that i have one already. Yes its going to take a while, it even be completely pointless if your right about intel and crosswalk.

    But i'm dedicating my own time in creating something that can only benefit construct 2. It doesn't require any time or resources on scirras part. If i do succeed in making a workable version, i don't see that hinders scirra in anyway. People will still have the option to compile to whatever target they choose, whether that is Crosswalk, XDK, Cacoonjs, etc.

    I'm not trying to re-invent the wheel, i'm bringing existing technologies together to make something new.

    I love Construct and only want to see it succeed,

    but i thought with so much support in the plugin section that scirra would be happy for someone to have a go.

    I will continue with my work, and if people want to use it, then they can, if they dont, doesn't hurt anyone.

  • Ashley

    Just to be clear, you don't mind me making a native compiler?

    I promise i wont drag you down!