Uniform's Forum Posts

  • can you direct us into lua for 2d gaming tutorals buddy and will follow you right along, its so upsetting for so much things to miss work in mobile and i still dont understand not suporting coocon wich is oviouslly the best option we will have for a a while, and i was just adressing this in another forum, its no programming but to clone a ai character u need in 7 places of the game its gonna take u 3 times as much to copy the huge evente than to copy and alters lines of code, but something like the pathfinding i could never program myself so that why i dont want to abandon ship right away

    No problem.

    Check the video tutorials. https://coronalabs.com/resources/tutori ... na-basics/

    And whenever you have questions about Lua that's the reference: http://www.lua.org/pil/contents.html

  • Because Construct 2 Engine is programmed in C#. And it is windows only

  • Thank you for the replies.

    Yep I'm totally okay with that.

    I see more C2 as a tool rather as a finished "everything-I-need". Because you will have to program at some point. Plus with repetititve tasks I do things in code quicker than editing plenty of events. Basically I spend more time switching between windows than pasting events.

    I am really thankful to Scirra because C2 is a very great soft to learn algorythms and game logic. But now I'm pretty good with it and I can roll everything in code.

    I was testing Corona SDK for 2 days now and it's really marvellous for mobiles! https://coronalabs.com/products/corona-sdk/

    Lua is quite similar to JS and their performances are great. Docs are great. So if someone wants to develop for mobiles it's the way to go.

    Maybe C3 will bring something new about mobile support. Anyway C2 is great for conventional HTML5 games developing. But now I am realizing that my goal was to do stuff for mobiles from the beginning.

  • Hello,

    I just wanted to ask what is the solution for a game ported on mobile considering we have no more ejecta and cocoonjs.

    I am meaning a game with lots of stuff going on. Not just some ui. A game that needs to run 50/60fps.

    For the moment it's a little bit of dead end with Html5/JS based engines. I am speaking of real browser engines here.

    Phaser.js has to use Cocoonjs for fast performance

    Impact.js has ejecta.

    IntelXDK=too slow

    Phonegap= Ashley said they need to update their chromium for full io8 support. So i guess there is no solution with Construct unless Phonegap makes a new update. By the way does somebody has an idea about the performance with Phonegap which seems to be according to Ashley the way to go in the future?

    Okay so for C2 Crosswalk does the job for android. But what about ios?

    For the moment I am playing with Corona SDK (which is free now). A very handy and highlevel lua based engine which is optimised for mobiles ios and Android.

    I am also checking the cocos2d.js which is not a real html/js framework but some js logic on top of c++ logic. It exports in native.

    I am sticking to frameworks because apparently Unity 5 has poor performance with 2D. Because I would go with unity otherwise.

    So basically my question is. Considering most of people are here to develop for mobiles and not html5. What is the best export solution (i mean performance) with Construct 2 for the moment.

    If there is none it's okay I will just go with another framework for the moment.

  • Hi.

    I am quite good with C2 and problem solving and I want to try myself with teaching.

    Here is some work I have done:

    To begin with i want to make micro tutorials. Basically a high quality (1080p 60fps, studio recorded sound quality) edited live recording from which i will cut the unnecessary moments.

    Are there people interested?

    By the meantime i will try to release some free in my free time concerning more art+c2. Graphics optimisation and workflow optimisation. I see too many messy script in c2 and that drives me nuts.

    Cheers,

    Uniform

  • Weekly bump!

  • It's not really a C2 problem. It is more recurent to Javascript.

    What do you use for exporting and building the app MelVin?

    Well C2 was developed in .NET so maybe the creators will implement native export feature like Xamarin in C# does..but then again it's not JS anymore.

    Otherwise Cocoonjs works good on android

  • >

    > > With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

    > >

    >

    > Paper 2D is still experimental. Some stuff are really a pain in the ass compared to importing options in C2 for instance.

    >

    Yes it's experimental, but it's made by epic. They have vast resources. At the same time it has visual scripting( much like the material editor in UDK) and there will be more and more templates added. Add in it costs 0 dollars to start a commercial game, and it has to be considered, or at least something to keep an eye on.

    Sure. But I will personally do things quicker in Construct. And Construct does not take any shares after the business edition.

    The real question is more: What do you need UE4 for. The fact that UE4 can do 2D games doesn't mean it will be very good at it. Every time i run UE4 my graphic card is turning in "This is Sparta." The real plus of UE4 remains in its 3D materials. It can really shine if you mix 2D and 3D together like did Ori with Unity.

    https://youtu.be/Yjc-u8oCYmY

    But here is the thing. They spent 4 years developing it with highly qualified professionnals and sponsored by microsoft. So I am asking again, what do you need UE4?

    At indie levels what really shines is the speed and workflow ans well as control and performance.

  • You can't really compare C2 and UE4. Yes they both can make 2d games for most platform but here similarities ends. You need a bit more knowledge how to do thing, to make simple games in Ue4 than in C2.

    I am not comparing engines, I am comparing their workflows and the ratio dev speed/optimization.

    Not really. You need more knowledge on how to do things in Impactjs, but UE3 is still an event based system. Once your brains can proceed the algorythm you just have to learn the soft, and that goes for every soft. And i won't go for a UE4 for 2D if I don't really need it. To be honest I don't see the point of even doing this when more reliable and stable solutions do exist.

    Each time they update Paper 2D or their version of UE4 something breaks in my projects.

    Unity is still the most reliable and effective option for 2D games if you want to go pro and have full control of what you are doing.

    But yeah we can't really compare. But we do.

  • With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

    Paper 2D is still experimental. Some stuff are really a pain in the ass compared to importing options in C2 for instance.

  • Thank you for your demands!

    I've replied to all of you

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  • Hello.

    Here is my portfolio

    If interested you can contact me pm or mail and talk me about your project.

  • Very nice concept!

    But the name is..uh. No don't use stuff with birds xD

  • Yes it's free to all mobile platforms now, which is a huge compared to before ($1500 for iOS etc.) http://unity3d.com/5

    You do have to put up with a Unity splash screen. ..but if your app takes off then buy the full version for $1500 OR $75/month

    Yeah the most important stuff is that you can now export everywhere without additional fees.

    And anyway a little splash screen is nothing. Plus it's Unity, it's classy.

    But when it comes to speed of development C2 is better. The real question is do we really need UE4 or Unity. UE4 is only handy with 3D, 2d has no point there. And Unity has a very good 2D engine but is much slower in terms of development. But it has however a better optimization possibilites and lots of sprite tools (like rendering polygons).

    For modularity and code support Unity is the way to go. But for small projects and even bigs but where there is no sustainability and support (dlc and stuff) involved C2 does the job. You learn algorythm and you can't learn to code but it does the job.

  • 1) Can we learn more about the project?

    2) How old are you in the team?