Xionor's Forum Posts

  • you think that if the 90% of the comunity have the ability to make a custom wrapper would buy C2?i dont think so mate.I personally bought (and i think the majority of us)C2 because I dont know programming at all.

    spy84

    That is my point exactly.

    People have no idea how to program yet apparently think making a HTML5-to-Native wrapper is a straightforward breeze.

  • Sent you a mail on supportsyy@scirra.com : )

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  • Click on the object itself in the layout editor and on the left side you can set Unmovable to Yes. You can also call it as an action.

    Checking of Group "poop" is active is redundant, as the event won't run if the Group isn't active : )

    If you want to run an event only once you can use a Trigger, or just put "Trigger once" at the end of it.

    Really start reading the manual and doing the tutorials, you're starting to ask incoherent and easy things. They will lead you through the mechanics in the program : )

  • Objects with Physics don't interact with Non-Physics object in any shape, way or form. That is by design.

    You have to make your Tile a Physics object too and make it Unmovable. That means its permanently placed there with infinite mass.

  • I've heard Inkscape is pretty good.

    Both for pixelart and normal one.

    It's what my artist uses.

    Personally I stick to GIMP and do everything like a caveman :P

  • newt

    C2's Physics behavior works just fine on any platform.

    I have an Android game running 30,000 collision checks a second at like 500 iterations and it runs smooth as butter on a phone.

    Maybe you just haven't tried it recently? : o Could have been a lot worse before.

    I'm sure it will work just fine for a few objects in a platformer.

    twotimingpete

    No, Custom Movement is something else. There's a behavior called Physics. That "includes" the object into the Physics world and into the calculations.

    Also what Newt said about platform behavior.

    Also I suggest you start looking into the tutorials and the manual since Construct 2 does most thing you ask of, apart from Tile Editor.

  • You can "Activate" Construct's Physics engine by adding the Physics behavior to an object. Check the Tutorial/Manual.

    It uses the Box2D physics engine. No better way to make realistic physics unless you're a math geek + expert programmer.

  • Yep, that is exactly what you have to do.

    Tho it's not as difficult as you make it sound.

    You make an event sheet with all common and shared events, called "Common" for example.

    Then there's an option that lets you embed or attach it to the Event sheet of another Layout.

    You simply attach it to the Event Sheet of a layout and then add in all the specifics events that are unique only for that layout : )

  • Joskin

    I have to agree there. It works but it's never ever a smooth experience.

    Exporting with CocoonJS is less about porting your project and more about tailoring it to work with Cocoon.

    Since I develop mostly for Android, I've made many Android benchmarks with CocoonJS and I've tested many different methods and crunched many numbers on different devices. If you give me a link on a PM i can look into your project and see if it's a problem i recognize.

  • Joskin

    I agree, it is marketed as ready-working for Android and iOS. That IS a bit misleading.

    Could have been better if it was marketed as Beta support maybe.

    60 FPS is normal thought. Max FPS is capped at like 62 on my device so that's okay. Unless you mean it gets worse after 10 sprites :P

  • No.

    Event Sheets are connected to Layouts. You can however make a list of common events, shared between all or some event sheets.

    You can also create a Group of events inside the event sheet that is activated only when the object is present, if that's what you're after.

  • I'll have to quote Ashley here and link you to Optimization - Don't waste your time.

    Basically as long as it works, it's fine.

    The game uses 10% of the time doing logic and 90% rendering it on the screen, so any logic you change won't affect your framerates unless you're doing something really stupid.(like checking for 500,000 colission checks a second).

    The only thing I could input is that you remove the "On Colission" and rather replace it with like

    "Is object closer than 50px from object"

    and then "Trigger once".

    It's always best to avoid Collision checks unless absolutely needed.

  • The work we put in, the commercial risk we take in adopting CocoonJS, is all very real and costs us.

    What commercial risk? You don't pay anything for it so how can it possibly cost you anything?

    It costs you in missed sales maybe? If it wasn't for CocoonJS you wouldn't be able to publish, much less sell that product to begin with.

  • This is most evident in the fact that over time, performance with CocoonJS using C2-created programs has gotten worse. I wouldn't be surprised if Ludei announced over the next few weeks that they are dropping support for C2, because this is what it seems like they are doing. Every new update they post promises new features, enhancements, and performance improvements, and recently every new update has resulted in C2 programs losing performance.

    "Drop support in the next few weeks"? Drama much?

    I don't know what you're testing with because for me I've gotten double performance increase from 1.3 to 1.4 and a further increase from 1.4 to 1.4.1, both on new and old smartphones. Of course, that is Android so iOS might vary.

    Also It's not Construct 2 to CocoonJS export that "struggles".

    Before 1.4 we used the Web-based physics engine.

    With 1.4 they also enabled, in addition, the Accelarated engine. The problem was that it was missing a few libraries that were in the Web Based engine, but those are now added.

    trance

    Seems like a weird issue. I'll check it out later after work. I don't remember ever encountering this.

  • Hi,

    That is currently the only way to use a Tile Sheet in Construct 2 apart from the TMX zenox98 mentioned.

    You can build up larger sections in another level editor or something and then just import the whole image to Construct, for example.

    It will use many many times more memory, but that's the way to do it unless you want to do it all manually in Construct : )