Arima's Recent Forum Activity

  • There's no way to simplify coding, everything is always all over the place, it's like procedural programming all over again!

    Not sure what you mean about procedural coding, but I disagree about everything being all over the place and no way to simplify. If you use lots of groups, sub-groups and sub-events well, I find it to be extremely organized, as an entire section of code can be described in a group name. It makes it very easy to find what you're looking for. It's how I manage working with a 5000-event event sheet in loot pursuit - and things are plenty easy to find, as long as I actually place them somewhere logically labeled.

    We cannot make our custom ACEs with construct events, and that makes artificial intelligence in c2 games almost impossible - you can prototype the pieces, but you can't assemble them - it would be nice to have something like [if I have a shot at defeating the player] then [chase player], with all the complexities (that I coded myself) hidden away.

    You can actually do A.I. with events as they are, and it's not almost impossible at all. You could do what you described above by combining some of the player's character's stats into a 'power level' variable that could be compared to the enemy power level, and to fight or run depending.

    I haven't done any 'real' coding, but I'm guessing it's a lot different from how you're used to doing it though.

    In addition, object-oriented concepts such as an object composed of multiple sub-objects each with their responsibilities

    Containers are made for exactly that. :) They're not in C2 yet though.

    code reusability, design patterns and other things feel very weird (and that's not just with construct).

    Design patterns? I'm not quite sure what you mean by that?

  • Thread moved to help wanted.

  • I've tinkered with the demo for Construct, and although I really like it, having to click so much to achieve events that you could type out really quickly (especially with intellisense support) with a built-in script editor would be really handy.

    countofquad - you can actually type out events using the keyboard shortcuts.

  • Please do not create multiple threads for the same question. Also, don't expect an answer in a few minutes as it often takes more than a few minutes for people to respond. Many of us are asleep or not on the forums when you ask, so wait a day before bumping your thread.

  • Here's a question for you - what is your criteria for powerful enough? What is it you want to make?

    In my opinion, C2 is already powerful enough to make and play almost any 2D game ever made plenty well. The only thing it's lacking currently is an option for double or triple buffering to help smooth out the occasional frame that takes longer than a 60th of a second to process, but perhaps that can be an option for the EXE export. Even without it stuff generally plays quite smoothly (at least in chrome, haven't played with the other browser's performance all that much, and EXE is supposed to be even better performance than chrome).

    You could simply make a quick graphical prototype to test it - simply throw in the assets of the most intensive scene your game will have and a text object showing the fps to see how it runs. Maybe some basic 'fake' events for collision detection and such to see if it can handle the processing of the code as well. One of the games I'm working on is managing like 1.5 million collision checks per second on an older AMD athlon 64x2 4400+ at generally 45-50 fps.

    Also remember window size causes a significant difference in how many pixels need to be rendered by the GPU. Even a 640x480 game in a 1920x1080 browser window will get a hit to the framerate because the GPU renders the entire browser window. Shrinking it will improve performance (or at least that's how it works in chrome).

  • DeusEx - Thanks! It's made in CC because C2 wasn't out yet when I started working on it.

    CC has EXE but C2's getting that in the next version. Even though it's not native, it should be plenty fast for almost all games. CC has some extra speed executing code, but with EXE coming to C2, that's basically the only advantage it has anymore, and since most games are limited by rendering speed, not code speed, that's not much of one. As of C2 r100, I don't think there's any reason to use CC over C2 anymore.

  • Awesome, thanks Ashley!

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  • Please stick to english on the forums or provide a translation. Thanks!

  • Yeah, that moderator was me. :)

    Sounds like an issue for

  • Sometimes I create globals only to not use them later. It would be nice if the warning message about deleting any conditions or actions that use it only appeared if there are conditions or actions that use it in the project somewhere. Otherwise when cleaning up, it requires extra testing to make sure that it really wasn't used and didn't break something by deleting it.

  • You can't make a new thread? what happens when you try?

  • Please stick to english on the forums, or provide a translation. Thanks!

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Arima

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