Arima's Recent Forum Activity

  • If you have two on start of layout conditions, they run one after another. That can be helpful if you want to create objects and then manipulate them (as objects are not fully created until the next base level event).

    If you're having problems, you can always use a variable to delay the action momentarily instead (if var ticksSinceLayoutStarted = 2, do events that would have been in the start of layout event).

  • When people pose these questions I see replies saying that C2 is a powerful tool and can handle any 2D game, but I never see an actual comparison to similar software. Is C2 objectively as good as the likes of game maker and stencyl? Sure, using C2 incorrectly leads to poor performance, but if game maker can handle it (for example) then that makes game maker a better option for a beginner. I understand that it's hard to be unbiased when you've already invested in one game engine, but I can't find a genuine comparison of the options for making a 2D game.

    You can't really write a completely objective answer to this question because which is better is mostly a subjective thing. Yes, game maker's logic may be faster, but if C2 is more than fast enough already - which on PC it is for pretty much any game - all that extra speed is unused. The much bigger difference between the softwares is the workflow, such as typing code vs creating events. And in that matter, I vastly prefer C2 - and I say that as having tried many different tools, including GM, before having found construct.

  • Fimbul - that's a bit extreme and unnecessary. It's been publicly pointed out in this thread that Nintendo has a forum for support.

    The 3ds is doing well even if the wii u isn't, and even if they can't salvage the wii u - which they actually did a great job at e3 with it - Nintendo has plenty in the bank to survive.

    Besides, if C2 ever gets the ability to export to export to ps4 or xb1 it's likely they'll have similar setups with NDAs and their own systems for support as well.

  • Not really, no. You could use some math to calculate the effect on the ball's speed and trajectory and set the speed and angle of movement of the bullet behavior, but that's all I can think of.

  • The bullet behavior has the ability to bounce off solids. That will be far less CPU intensive than physics.

  • This is an English speaking forum, please stick to English or provide a translation with your post.

  • This is an English speaking forum, please stick to English or provide a translation with your post.

  • Arima

    Are you willing to share some simple example capx with your solution?

    Thanx!

    No, because that's the point - the capx is not simple because the problem is not simple. Even if I did supply it, my method is far from comprehensive and I'm trying to come up with methods to fix the blocked paths problem too - and really, I'm probably going to just have to fake it somehow because of how complex it is.

  • As Ashley said, this is a very difficult problem, especially to solve for everyone's games which behave differently. I've got units pushing out of each other in my game with physics, but not only was that difficult to get working, it doesn't solve a lot of problems like paths blocked by units (not to mention being quite CPU intensive).

    Ashley - I hope my suggestion here hasn't been forgotten. If we could define the area to update for the pathfinding plugin it would really help us to be able to change the map without pauses from regenerating the whole layout, which is almost always unnecessary.

  • C2 can make that game. I haven't played all the 2d Zelda games, but a link to the past for example could be made in C2 as well. Really, c2 could be used to recreate almost any 2d game ever made.

    Okay, let's not start throwing insults.

    Ashesh, space blaster is a pretty simple game. It wouldn't take too much work and would be more fulfilling to make your own. Give it a shot.

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  • Valerian - Actually, C2 already automatically recycles instances so you don't have to to do any of that manually or worry about garbage collection. From https://www.scirra.com/blog/52/construc ... javascript :

    [quote:1k879041]Further, Javascript is a garbage-collected language. That means creating objects allocates memory, but the programmer doesn't say when it's released. Instead, the browser occasionally decides to search for the bits of memory which are no longer being used, and free them. That's called 'garbage collection'. Unfortunately garbage collection can take a lot of CPU time, and even cause your game to become noticeably jumpy, or even regularly freeze up momentarily! That's very annoying for action packed games. There are ways to work around this, but it can be difficult to factor this in to your own code. But don't worry! We've already optimised Construct 2's engine to create very little garbage. Even destroying and later creating a whole object doesn't leave the old object as garbage - it's recycled. So your games should very rarely have garbage collection pauses.

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Arima

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