Arima's Recent Forum Activity

  • Html5 isn't really limiting in terms of making a large game. I've been working on two large RPGs and c2 handles then just fine (other people have been working on large games too, like C7 with Courier). Now that we have crosswalk and Ejecta for android and iOS exporting, both of those have memory management so you can make large games for mobile too.

    Html5 does have some downsides, but they aren't enough to really keep away from C2 except in some very specific cases, like needing every drop of power an older mobile device has. It also has some advantages, too.

    Html5's main problems that I've experienced:

    • Game logic speed isn't as fast as native, but it's still pretty fast. On PC it is very unlikely you'll hit any problems, however on older mobile devices like iPhone 4s and earlier it's quite likely you'll run into them (iOS is worse than android in this regard because of not allowing apps to use jit). C2 on PC has been able to handle almost everything I've wanted to make with it at 1080p/60 fps, and that's on a computer that's most of a decade old. That of my ideas which it isn't able to handle at 1080p60 it almost does (at about 30-45 fps) and would run fine on a more recent computer. All game dev tools have limits though.
    • the node webkit export is basically chrome, and the chrome team decided to drop all support for hardware acceleration for XP and vista. This is seriously annoying, but can be worked around by starting the game from a shortcut with a flag to disable the gpu blacklist. Doing so works fine on my vista computer. It's likely that the person you mentioned who tried to make a tower defense game was getting software rendering or was doing something wildly wrong with their events, because c2 can definitely handle a tower defense game with way more than a few enemies.

    Really, when it comes down to it, c2 can make pretty much any game you can imagine as long as it's 2d and within reason, of course (hardware has limits even if you were coding in assembly, after all). All the main big name tools can make great games and the main consideration for what tool to use should be what works best with your own workflow. I don't like MMF or game maker, but I respect the opinions of the people who do (for what it's worth, the person making the game you cited, the iconoclasts, left MMF for CC. I know he's had problems with CC - and I did too - but c2 has rectified those issues).

    Try 'em out, see what you like, but be sure to give them a fair shake to make sure you don't get a false impression (for example, the performance of any game made with any dev environment, even in assembly language, can be crippled with a few incorrect lines of code).

  • Whiteclaws - Funny you should mention that, I just got inspired to work on loot pursuit again yesterday and today. So yeah, it's still in development. I just needed a break from it for a while.

  • I second what sqiddster said, c2 is definitely capable of making a game like the iconoclasts. There isn't much that CC can do that C2 can't, and most of the differences aren't really useful (some exceptions are stuff like inline editing of events (not essential, but handy for the workflow), sprite distortion (most people probably wouldn't use it) and color filters (I really want these in c2)). What c2 can do that CC can't, however, more than makes up for those differences.

    Also, I really recommend not using MMF. I used it before discovering construct, and haven't had any desire to work with it again. From another thread asking for comparisons between the programs:

    I've used both. In my opinion, construct is vastly superior. Sub events alone would be enough to have convinced me, but also objects can have named variables and as many of them as you want, the behaviors aren't useless because they aren't buggy and actually work, none of that spread value nonsense to get multiple instances working, event sheet includes, no broken object references, local variables, updates every week or two, the list goes on and on.

    I don't mean to bash MMF, but it was so frustrating to work with. I felt like I was fighting it more than I was making a game with it. C2 in comparison, glides.

    I can't talk about unreal because I haven't used it, but I know it's possible to make a pixelated flappy bird clone in it. However, c2 has a lot of stuff built in specifically for stuff like 2d platformers, and it's very, very easy to get the basics implemented with the platform behavior. It seems like with unreal you would likely have to code that yourself, which could be tricky. Also, I can't say I'm a fan of the blueprint logic flow chart they have - I appreciate that they have an alternative to straight coding, but I find c2's events far easier to understand, especially when things get complex and there is a lot of code.

    You can watch the video on the front page of this site to see just how quick it is to get started with platforming in c2 (it's a couple minutes long).

  • Why don't you want to use node webkit?

  • To edit your posts, click the icon that looks like a pencil in the top right of your post. Clicking back after submitting a new topic takes you back to the new topic page instead.

  • Don't repeatedly create tons of bug reports for the same bug. You can edit your posts instead.

  • Do not create multiple threads and post in unrelated threads for the same topic, even if it's urgent. Bump your own thread instead. You can also edit the title without needing to create a new thread.

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  • Don't post the same thing in multiple threads, and don't post in unrelated topics. Posting an unrelated problem in another thread is more likely for your problem to be missed. Just start a thread in the how do I section instead next time (I've already split this topic there).

    Also, even if it's urgent, you need to wait more than a few minutes before expecting a response, more like a few hours, at which point you can bump your thread rather than starting a new one.

  • > burningcake

    >

    > I already tried that, but it´s way to unstable and limited

    >

    i bought the version 9 and X10 ages ago . you can have my serial codes if you really want to use it

    That sounds like it could be piracy talk, which is not allowed on the forum.

  • eli0s I don't know all the details, but it's three.js which is a full 3d engine, there's more info here:

  • I was chatting with C7 about this earlier, and had some thoughts: I don't know how icons work, but could they possibly be 'spritesheeted' the same way sprite animation frames are on export so multiple icons would be on one texture? Could that increase the number of icons possible?

    Or could the icon system currently used be subverted somehow by displaying object icons in some other manner, like drawing them manually?

    Or could C2 have a max limit on the number of icons and start replacing currently unused icons with the onscreen icons once it goes past the limit rather than just trying to create more of them?

  • For what it's worth, I had that opinion before I became a moderator (though C2 hadn't been started at that point, so my opinion would have been about construct classic then instead). I'm not biased because I'm a moderator here, my opinion that C2 is way better than everything else I've tried remains the same regardless of that fact.

    Seriously, even in the very, very early days of construct classic I was blown away by how much more I liked construct's design rather than fusion's. There's a long, long list of things construct does better. Here's a more detailed earlier post I wrote about it:

    I've used both. In my opinion, construct is vastly superior. Sub events alone would be enough to have convinced me, but also objects can have named variables and as many of them as you want, the behaviors aren't useless because they aren't buggy and actually work, none of that spread value nonsense to get multiple instances working, event sheet includes, no broken object references, local variables, updates every week or two, the list goes on and on.

    I don't mean to bash MMF, but it was so frustrating to work with. I felt like I was fighting it more than I was making a game with it. C2 in comparison, glides.

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Arima

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