Arima's Recent Forum Activity

  • There is no mip-mapping, no possibility to launch the games at different resolutions.

    C2 has scale modes and does have the capability of switching resolutions. It also automatically uses mipmapping - although perhaps you mean using it in a different way than I'm thinking of? C2 uses them to make downscaled assets look sharper.

  • fongka2 - that's not true (about the lag - c2 is mostly single threaded though). There's an idea that's getting traction that every tick is performance intensive. It's not. At all. What other actions and conditions you do every tick can be performance intensive, but using every tick, by itself, is utterly negligible. Stuff like moving, rotating or scaling sprites are just fine to do each tick.

    Technically though, scofano, as I understand it the first is best, but by such a small amount I doubt you could tell the difference even doing it a bunch of times over a project.

  • > Waiting 0 seconds will run at the end of the current tick, which may be good enough for what you are doing. Waiting for 'dt' will wait possibly two ticks due to imperfect timer accuracy.

    >

    Ashley, please read my How do I post, I'm very keen to get this fixed, please reply to it D:

    Please don't post in unrelated threads about your problem. Also, you need to have more patience. It's only been a few hours since you posted. If no one has replied in 24 hours, feel free to bump your thread, but don't expect an instantaneous answer. Some people are sleeping, some people are busy doing other things. Patience.

  • I'm sure I can't be the only one who finds game development hard, anyone else find this frustrating?

    Not just you - I think it's probably pretty common for game development to be frustrating at times. I'm currently frustrated with my rpg, Shards - it's turning out to be incredibly hard to design how it should play. I'm on my third prototype of the thing because each one has had some sort of significant design flaw - for example, the first one had a strategy that turned out to be a such an overwhelming advantage that there was no reason not to use it - which the ai could also use - which would result in the 'samurai standoff problem' with neither player actually doing anything because the player who went first had a disadvantage. Fixing that problem has been crazy difficult.

    As for the problem with your events, if you post an example, I'm sure people can help you out with it. C2 can certainly do what you're describing.

  • > Even the fastest programmer in the world couldn't get a platformer up and running from scratch as quickly as it can be done in C2, and there's lots of time savings throughout the program like that.

    >

    Don't let Tommy Refenes hear that

    Could he really get a platformer up and running from scratch in about 15 seconds? Even using libraries, I imagine it would take longer to add them and use them. I apologize if I'm wrong on the matter.

  • True, I forgot about those, being the non-programmer that I am.

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  • Arima

    What I meant is that, they weren't designed for programmer, as ints and floats are just "numbers" in C2, that's an under the hood, arrays are objects, they should be primitives just like numbers, that's an under the hood too, in my opinion, and C2's function have no return values and are actually just triggers, for a programmer, that's a bummer and an under the hood for beginner's, a programmer will see those as inconveniences to what he's used to, all of this to accomplish the design goal of being non-programmer friendly

    2: Well, that's preference, but i personally don't like code hiding from my eyes, that's why I code in C xD

    I think I see what you mean about the concept of floats are different from ints at a technical level being hidden, but I'm not sure why the alternative is better - it seems to be pretty much the same functionality. I agree that it would be nice to have arrays as variable types, but that's easily worked around by storing an array in a variable as a json string. Also, the function plugin does have the ability to return a value via the returnvalue expression (though it would be nice if we could return more than one, but again, there are numerous simple ways around that).

    I also think that some of the things that C2 does to simplify game making overall make up for the difference in speed writing code vs making events. Even the fastest programmer in the world couldn't get a platformer up and running from scratch as quickly as it can be done in C2, and there's lots of time savings throughout the program like that.

  • ... Finally, C2 is geared towards beginners, most notions like floats, arrays, pointers, classes, functions are all hidden or even removed from the user's perspective, which makes it not better than other languages, which are consise and allow you to do everything with a limited syntax.

    What? C2 has floats, arrays and functions, and they're not hidden at all.

    The event system is also partially a matter of personal preference. I understand how people with lots of experience writing traditional code might not like it, but I've tried traditional coding and I don't like it at all. I vastly prefer C2's event system.

  • C2 is fine for making a commercial game. The concerns about it being slow are due to it using JavaScript, which isn't as fast as native, but it's fast enough for pretty much any game on desktop. On mobile, reeling it in is required, but as long as you test frequently and keep the game simple enough, good framerates most certainly can be achieved there too (especially on newer mobile devices, they're becoming quite powerful). It also helps that the situation on mobile is improving quite a bit - iOS 8 will have webgl and jit for apps, speeding up both the logic and rendering considerably. I've also tested C2 with lots of assets on PC and as long as I keep it within the realm of what my hardware can handle (like not trying to load 5gb of art on a 512 mb graphics card, which native coding has to do too) it works just fine.

    The idea that C2 is only suitable for small prototypes is incorrect. Several commercial games have already been made with it, and many more are in the pipeline. Not to mention games that have been/are being made for the wii U. No, C2 isn't 100% problem free, but I've heard professional developers talk about bugs and problems with native toolkits too. C2 is updated crazy frequently, and bugs are being fixed and export options are improving all the time (ios's improvement being the most recent).

  • It sounds like normal behavior as I understand it. Node webkit and chrome have automatic memory management, if your computer's got the free ram available, it decides there's no need to remove stuff from ram (again, talking about ram here, not VRAM) and keeps it in memory in case it needs it later, which if it does it will be faster to load.

  • zenox98 - just because you aren't interested in 3D doesn't mean others aren't, so why would you hope for the plugin to put 'too much strain' on the engine? You don't have to use it if you don't want to. Optimally it would work just fine - as it has already been shown to - and we can have both.

  • Projects on disk are compressed. When images are loaded into memory, they are uncompressed and therefore take up more memory. It doesn't matter if your images are 256x256, if you have enough of them they'll still take up a lot of ram.

    Also, don't use construct classic for medium to large projects. It has problems with them. Use C2 instead.

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