Zebbi's Forum Posts

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  • dude if it works do it. we just have to realize when we stray from a recommendation we're in unsupported waters. you just have to adapt your game to the technology not the other way around. if you can't get good performance on one solution you have to adapt.. unfortunately it's not the tools obligation to make sure your game runs well.

    You may need to consider the game you're making or the effects / features it has to allow performance to be acceptable. The idea is to spend more time making games, not squeezing performance out of things. I'd rather simplify and publish and move no than waste time testing fps.

    The new C3 announcement also might make this moot as well. They are doing an internal build solution for it. I haven't read the full blog yet, but I can tell you right now that's what I will be doing when I use C3.. and I'll just be sure to make games that work well within it.

    I have no reason to expect any improvement over XDK.

  • Okay, so should I once again go to cocoon and go against scirra's recommendation of phonegap/xdk? Cause the performance in both of those is absolutely unacceptable whereas, straight of the bat, cocoon runs smooth as silk, if not a little buggy with tiles and gaps between backgrounds, etc.

    >

    > If you want to use C3, you are forced to subscribe to it. There's no way around it.

    >

    The free version?

    "but the free version will be limited"

    Then you pay. Youre not being forced to subscribe. Nobody is forcing you to do anything. I have a Macbook that Apple doesnt support anymore. Apple arent forcing me to go buy a new Macbook.

    Nobodies forcing us to stick around complaining either, but I guess we all feel strongly enough about this and at one point, we were all just hoping to change their minds.

    > I asked Clickteam to confirm if Fusion 3 will be subscription based as well.

    > One of the main developers (Marv) has confirmed that it will not be subscription based like construct3

    > https://community.clickteam.com/threads ... post714137

    >

    > They are already talking about what's going on here and bracing their server for the flood of construct2 users <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    >

    > So far the only hope for scirra is that construct 3 will come out a month or two before fusion 3, in that period of time if by some miracle they manage to change people's views on the whole license thing (which seems to be the main issue for most users here) - it might not be as bad

    >

    > It will be interesting to see how things develop. I see that this community has a number of very loyal users and that the company has experience with going against the tide . hats off for that. I will be very impressed if this turns out to be a success! The technology itself is exciting- the editor being pure html5 makes a lot of sense and imo is a brilliant step towards making it run everywhere. I got excited about it running on mobile. But the price and the type of license still does not justify what we get from it, when you pit it against the competition - both game maker and clickteam fusion have a better deal. What else is in that editor that makes scirra so confident? It makes me want to wait and see what will be revealed.

    >

    > I think that this voting thread would be more fair if you still had to pay for major version upgrades. Paying once for a lifetime does not make sense , but paying rent makes even less sense. I would rather vote for something in the middle - pay for major version upgrades that bring new features that are worth it. So pay once for 3, then pay upgrade fee to bump up to 3.5 and so on

    >

    Which is a better product, C2 or Fusion 2.5? Someone is another thread said C2 was better, but failed to explain why. Fusion 3 is looking very promising from what I've read.

    C2 is generally regarded as better editor than fusion 2.5, the runtime of fusion 2.5 is generally regarded as better than nw.js, and the android/iOS export is regarded as better, some (but not all) of the top fusion 2.5 games have existed the support of Chowdren to export the games to c++ built run times for maximum performance and comparability with consoles, chowdren is open source and gets updated as the developer works on paid projects for developers. Fusion 3 will have a built in exporter that converts the games to c++ built code so the export will be as good as coding a game in c++.

    I've used klik and play since 1994/1995 when it demoed on a magazine and it's still easy to use for me but the new editor will be rewritten for the first one from the ground up and will be buy once, plus additional exporters.

    > What happens when you don't pay the electric bill?

    >

    ...

    Software is not analogous to electricity.

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    >

    > >

    > >

    > > They can't do that with the current license.

    > >

    >

    > Do what?

    >

    They can't ask for more money.

    The C2 license only works if the user base is fairly successful.

    Then that hinges on that success bringing in more users that are in turn successful.

    That hasn't happened.

    The current model is not sustainable.

    It only works when you can stay ahead of saturation, and this is a niche market.

    So anyway, asking them to keep the same method is the same as asking them to go out of business and that is a moral issue with me.

    So is subscription, by the looks of things.

    > If I don't renew then I will lose cloud access, but can still use the last offline version I downloaded while my "subscription" was active.

    >

    >

    You will still be able to use your offline version even if you don't plan to renew, but you won't be able to access the cloud services such as exporters etc...

    Other than that, they aren't changing the payment method.

    Have they told you this?

  • > Zebbi

    > It's simple enough to test and see. Loading images is done per instance with tiledbackground instead as with per object type with sprites. To animate you probably would want to just create a bunch of instances, load a different image per one, and cycle which one is visible.

    >

    If one were to use URL would that mean the player would have to be online for the background to load?

    So assuming a player is offline, the BG would just display the current layer background?

    I think it works locally? It's just as it uses html5, I think it uses the syntax?

  • Zebbi

    It's simple enough to test and see. Loading images is done per instance with tiledbackground instead as with per object type with sprites. To animate you probably would want to just create a bunch of instances, load a different image per one, and cycle which one is visible.

    Yes, the problem is for designing a level, it would involve placing multiples of the same object over each other, whereas with an image, I could theoretically just store the different frames of animation and load each one of the frames sequentially to every instance of the tiled background of it's type (say, tiledbackground 7)?

  • Sorry to bump after so many years, but this load image from url looks interesting for all of the instances of a particular tiled background. Does this actually work? And could I loop through several different images for an animated tiled background effect?

  • > node-webkit?

    >

    Or with Electron. From what I can tell, Electron is more popular in terms of running desktop versions of applications.

    "run as well" is relative.

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  • For what it's worth, I'll point out we've been maintaining the HTML5 runtime for years, and cases where Chrome updates it are very rare, and most of those were deliberate changes by Google that they warned everyone about for months. Any browser maker's job is to stay compatible with all the billions of websites on the Internet, so they tend to be extremely cautious with any changes that are not 100% backwards compatible.

    And in any cases that slip through the net? Simple, we just fix it! We have done in the past - and can do in the future - same-day updates to fix any critical problems like that.

    The desktop builds are entirely independent of the Chrome update process, so those will be the same regardless of what happens to Chrome updates. But we'll still be issuing regular updates of those as well, so the option to stay up-to-date is there.

    So, now the editor will run as well as the games do, via node-webkit?

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