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  • Klassnaya Igra tchuvak!

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  • Uniform: OS X is not free, if you do not own Mac Hardware.

    Is it illegal to run OS X in a virtual machine or natively on your PC? No.

    Does it violate Apple's EULA? Yes.

    But really who cares.

    And the Os is free. You can download it from whatever mac you want or on torrents. There is no protection. But we won't discuss those stuff here. Just develop your game as for ios (you can choose an iphon skin in corona) and when you want to release it just install corona on a friend's mac or manage to install it in a vm.

    tyvm so u guys think is the best develop once publish all solution! ill try it i just want to find something i can invest 3 years without fear of wraping stop working or technology getting outdated

    Technology is very evanescent but you are never a loser when you learn something. You will be able to change framework when you need it. I come from JS and it took me only 2 days to get used to Lua and Corona.

    For me Corona is a very good solution. The other one is cocos2D.js but it's more complicated and more low level. Corona is really the way to go.

    The creator of Doodle Jump made it in Corona and there is more than 300000 developers using it.

  • Corona had once a free starter edition, but then they put it out. Nice to hear that it is free again! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Only keep in mind 2 things, if you want use Corona SDK:

    1. Can I build iOS apps on a Windows machine?

    Unfortunately no. Due to Apple restrictions you can only build an iOS app on a Mac. However, any code you develop with Corona on a Windows machine can be taken to a Mac and used to build your app. If you are unable to buy a Mac, we recommend using a service like MacinCloud (http://www.macincloud.com) to build your iOS apps.

    2. Why does Corona require an Internet connection to build?

    The Corona Simulator requires an Internet connection to build because part of the build process happens on Corona Labs servers. The Lua script is precompiled into bytecode (stripping out comments, debug information, etc) before it gets sent to our server. The server embeds this data into the Corona engine, but never saves or archives it. By the end of the online build process, you will have an .app bundle or .apk file just as you would get if you had used the iOS or Android SDK yourself.

    https://coronalabs.com/frequently-asked-questions/#what-does-it-mean-that-corona-sdk-is-now-free

    1. Not a problem because you can install a VM which is free! And OSX is free. But i have a hackintosh in dual boot so <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    2. I think that's pretty handy. But you can anyway test in real time on device. (you will need mac os to test on an iphone tho but as I stated not a problem). For testing directly on an android you just need to install a java sdk (it's well explained on corana's website).

    And here is a demo of the capabilities.

    https://youtu.be/kalbVE9QgMs

    PS: Angry birds was originally made with lua <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • 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.

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Uniform

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