Usman Haq's Forum Posts

  • You are naive to think that you would not have to think like a programmer in order to make videogames. Having a critical thinking mind to make games is vital. You have to think out of the box, bend your mind in order to create what is in your head.

    If you think it's too hard to create your imagination, then give up. If you wanna think hard, work hard, and create games, you have the ability to do so.

    Construct 2 gives the developer a easy way to organize their thoughts with the visual programming aspect. It holds your hand and guides you, the more you get into game development, the more you can get out of it.

    Also, you have a problem with learning? You quite literally just said: "takes TONS of programming that you'll have to LEARN here." Learning is a great thing,

  • I've been quite interested in how business grow through the products they develop. How a business eventually goes from being a small to a big business.

    Scirra is such a company that is really interesting. They have already developed there first full product (Construct Classic) and there ongoing current product (Construct 2) and one day Construct 3 will come out.

    Following Scirra interests me so much because there product is constantly developing. They take things out, implement things, and it's all so current and Scirra just seems like it's in its infancy with so much potential.

    Will Construct 3 be the one to really make Scirra known?

    How do you guys think Scirra will develop over the long-term? Will this startup even be successful? Or does the community already think that Scirra is successful?

    Construct focuses so much on a non-programming means of developing games, and with that focus, I think this will drive more and more people to use programs like Construct 2. Even with its flaws, Construct can only be improved, right?

  • Have you even tried Construct 2 yet? There is no language to learn, it's a event driven program. The problems with mobile devices depend on you and what exporter your using. Cocoon will have the best performance because of Canvas+ but comes with its compatibility issues. Intel XDK has worse performance but is a smooth exportation option. Give it a try. Performance issues will mostly dissolve due to increase in better hardware for phones as time goes on.

  • Make sure you read the manual and get to know what Construct 2 is capable of. Which is a lot. You've actually gotten started with Construct 2 at a pretty good time. HTML5 games take quite a bit of optimizing for mobile devices but phones have become stronger since the release of Construct 2. Then there's the crowd of people saying: "WE WANT NATIVE EXPORTERS!!!!!". Anyways, if you want to develop for Android or iOS check out Intel XDK (I still haven't used it yet but apparently is the easiest to use with C2) or Cocoon.IO (Which I use, and it's awesome because of Canvas+).

  • Nice job! Solid visuals and gameplay.

    May I just recommend one thing with your games though. Try doing outside the box concepts. This game and the other game you've made are good but I think a lot of players look for outrageous things in game as well.

  • > Have you tried using the Cocoon.IO? Canvas+ performance is quite something.

    >

    Do you have any Android mobile app on Google Play made with C2 and wrapped with Cocoon.IO?

    No, I do not. Yeah I know, "Then why are you even recommending Cocoon.IO?". I just think that gaelsev will have a solution to his performance problems via Canvas+. Testing with Cocoon.IO is great! So I can say that I've done that. Although, the pricing for the plans is quite insane.

  • Hello,

    I looked to use Cocoon.IO but we must quibble to build .APK and wait a long time to compile (in freemium). I don't have the courage to look more with Cocoon.IO lol.

    What's exactly the problem with Cocoon.IO? I can't seem understand what's the problem? It's quite easy to use, if you need help, just ask.

  • > I have no issues using Crosswalk+IntelXDK on mobile exports. I would suggest following the tutorials about code optimization and testing the game on each device from development start. At the moment I tested my APKs from 4.1 to 4.4 and they runs pretty fine.

    >

    Hi friend,

    I already followed optimization tutos, but is not the problem sadly.

    Dynamic games with a constant 55-60 FPS is not possible on mobile for the moment with C2/intel XDK.

    If you want i can show you my game in PM.

    Best regards,

    Have you tried using the Cocoon.IO? Canvas+ performance is quite something.

  • I noticed while testing a new mechanic within my game, is that when I've got many objects time-scale set to quite a low scale and they're all moving slowly, that performance actually goes down. Why is this? The objects are moving slower, shouldn't that make the performance better?

    btw, this is on mobile.

    I'm probably gonna get a good reason. Can't wait!

  • Is the main problem that everyone has issue with the cost of the splash screen removal? I mean, sure it's ridiculous but is there any other bad thing about it? The paid plans aren't really necessary unless your game is really big or you just want have more than 2 projects in the cloud at a time.

  • It's really good for your first app. Congratulations.

    Only thing I recommend now is to make a more complex game, haha.

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  • What I've got is the player and enemies moving towards the player. For player movement, I want to add a node system. This node system would have the player place about 10 nodes for the ship to move to, only after all ten nodes have been placed onto the layout. I'm having trouble on how to spawn the nodes in order and how would I make the player's ship move to the direction each node in order.

    Node 1 is placed on one tap, then the next tap places Node 2 and so on. Once all nodes have been placed, the player's ship moves to the nodes in order.

    Here's where I'm stuck (It's painfully bad):

    https://www.dropbox.com/s/mitg7usedgu88 ... .capx?dl=0

    You will need Boids Flocking behavior in order to look at the CAPX:

    behaviour-boids-flocking_t77775

  • What is the difference to use Intel XDK or cocoonjs?

    CocoonJS has better performance via Canvas+ but Intel XDK has better compatibility with adding ads, IAP, and is basically smoother to work with. There's also Cocoon.IO, which is Ludei's new Compiling service and it's still in prototyping but C2 games can also be exported using that as well.

  • Try out CocoonJS

  • But if we use Tiny PNG, that would still decrease the size of our game. Right?