Zebbi's Forum Posts

    Zebbi: I'm sorry, but I still don't understand what "populate C code" is supposed to mean ?

    Export from the project format to a project in C, OK, I understand that, and true, Construct 2 can't do it. And it is nice if it is doing all the C dependencies for you as well, it's quite a feat.

    But " Impressively the new development environment also supports the ability to populate C code as you work" ? Isn't it some kind of marketing BS ?

    Populate C code where ? To what purpose ? CF3 is a C development tool ?

    I'm sorry, I just don't understand what that means.

    Don't get me wrong, I'm not bashing, it is just that with my knowledge of C (not too much, and now dating from quite a while) I just don't understand that part.

    As to XML / JSON, doesn't make a difference.

    You can take your project and host its sources on GitHub, so Construct 2 allows you to do it like CF3.

    "Run Your Games On A Mobile Device At The Click of a Button" => Preview over LAN. Can do it with C2

    "Written From Scratch" so was Construct 2. Another check.

    OK, at this time in the points you quoted, only "Multiplatform Support" and "Modular Design" in the way they are described are not possible in Construct 2 (although you can export multi-platform from C2 and can expand it with add ons).

    Not stirring the pot either, just pointing out the various points you quoted yourself as "C2 don't have it" but actually C2 does already for most of them.

    But you said it yourself, it is from a dating article possibly containing marketing jumbo about a demo. So who really knows.

    What makes you think it's BS?

    Fair play with the preview over LAN/64bit support.

    I was mainly referring to the part that shows you what your events will all look like in C (or C++ if I recall someone saying).

    > exported projects to JSON compatible with github?

    >

    Nothing prevents you from taking your project folder to github.

    It is based on xml files, so it would work as well and you can upload your structure there.

    When you say "Compile real-time to C code" it means it exports your project to C ?

    What does the "real-time" has to do/really means here ?

    All compilations/exports are "real-time" because they are happening and provides you with an output anyway, aren't they ?

    I mean Populate C: https://www.brokenjoysticks.net/2016/03 ... -premiere/

    [quote:2ldx82n7]Export C Code & Populate C In Real Time – Users are able to export their product from Fusion 3’s visual interface to C code at the press of a button. Impressively the new development environment also supports the ability to populate C code as you work.

    Also: http://www.clickteam.com/fusion-3-devel ... ?f3id=8769

    [quote:2ldx82n7]We chose JSON because of the simplicity of the format. Another candidate was XML which is another quite popular textual data storage format. We however felt that XML is not consistent enough for our tastes. For example you can in XML store your data either as a tag or as an attribute. In JSON there is only one way to store your data and it is, in our humble opinion, a lot more readable with less visual noise and more to the point than XML.

    Fusion 3 for the moment nothing we do not have in Construct 2.

    [quote:2ldx82n7]Run Your Games On A Mobile Device At The Click of a Button – When using Fusion 3 on a MacBook you are able to run your game on an iPhone attached to your machine at the press of a button.

    [quote:2ldx82n7]Multiplatform Support – Project development is possible across multiple platforms. In theory you can export a Windows Executable from OSX while using the development environment on a Mac, exporting a project to an executable state is still under development but editing a project on the operating system of your choice is definitely possible.

    [quote:2ldx82n7]Modular Design – Power users are able to develop new editors, tools and extensions directly from within Fusion 3 without the need for writing extensions in other IDE environments. Essentially this means that you can code new functions and behaviours into Fusion 3 within fusions itself.

    [quote:2ldx82n7]Written From Scratch – CT Fusion 3 is built from the ground up for modern 64-bit architecture and mobile technologies without relying on code from previous versions of CT Fusion (Multimedia Fusion 2 / Clickteam Fusion 2.5 & previous.)

    I dunno, I'm just pointing out the facts, not trying to stir the pot. Also, this was taken from a ten-month old article.

    This is probably like something that C3 could have had up for the last couple of years: http://www.clickteam.com/fusion-3-development-blog

    Fusion 3 for the moment nothing we do not have in Construct 2.

    Compile real-time to C code, exported projects to JSON compatible with github? (and native)

  • I suggest you try resizing your tiles.

    When saving in photoshop, include and excess 1 pixel per tile in the source image.

    Wish I could test your capx. Unfortunately there are 4 plugins I have to find first.

    https://github.com/ZnelArts/Construct/a ... master.zip

    http://bit.ly/1agM2QH

    https://dl.dropboxusercontent.com/u/577 ... eyevent.7z

    https://dl.dropboxusercontent.com/u/207 ... ce.c2addon

    But with Webgl2, we shouldn't have to include excesses, should we?

  • Try Construct 3

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    I think they are going to publish news about the engine, features or something, nothing of a launch until after at least a year.

    But, why? It's been this long without news, what besides an actual release could be so important to share?

    What could they possibly need to announce that isn't a release?

  • I'm using the latest version with webgl2, and it previews in nw.js with white lines in between them (sometimes they go away if the screen scrolls to particular point) when this is on. I'm using non-power-of-two sized tiles. I should be able to do this? Is pixel rounding on important for mobile performance these days?

  • > Tokinsom I saw this and thought of you, I seem to recall you wanted something along these lines?

    >

    Yeah this looks very interesting! Thanks for the heads up!

    No problem! This one looks perfect for something I was trying a couple of months ago in Fusion, now I can try it with C2:

    I'd be ready to buy this on Wednesday, I think many here would too, how's that for a release incentive?

  • Tokinsom I saw this and thought of you, I seem to recall you wanted something along these lines?

  • You can have a lot of things moving every tick.

    Of course design for your platform, but CPU is rarely the bottleneck. As commonly suggested, don't waste your time. More specifically, keep an eye out for too many physics/collision tests, which are exponential in cpu cost, rather than object position updates.

    Would a fairly frequent test for collisions on a viewport "pinned" Sprite like this every tick qualify as being hard going on cpu?

  • You definitely don't want a huge sprite, as transparent pixels require rendering as well. 4 instances of a 1 px sprite would be the way to go, with negligible performance impact (especially if positioned just outside of the viewport).

    I'll have to fix the four instances with an every tick for my scrolling, which will decrease performance, won't it? Unless there's some behavior that keeps the object fixed to the screen regardless of scrolling, I can't use a different layer either, because I need the collisions on the scrolling layer.

  • The first thing that comes to mind would be to utilize 4 invisible helper line objects positioned at each viewport border.

    Exactly what I was thinking, I just wanted to make sure I did it right and didn't ruin any performance by having a hulking great sprite rendering. Would it be best to use a 1px sprite resized to the width/height and positioned in place?

  • I noticed this great example of gathering the coodinates of intersecting lines: https://dl.dropboxusercontent.com/u/475 ... Lines.capx

    How could this be modified to detect the edge of the window/viewport/camera (not layout)? It's a little hard for me to work out, since the viewport expression, unlike an object, has no angle data to extract, and there's 4 sides to work out separately.