Jayjay's Recent Forum Activity

  • I have yet to see any benefit from using Unity.

    The biggest benefit is that you can reach customers now, not in the future, and you can reach them on:

    -PS3

    -Xbox 360

    -PS4

    -Xbox One

    -WiiU (proper hardware support, not HTML5 without even WebGL, although not the latest 5.x version of Unity)

    -PS Vita

    -Native mobile export (if your game pushes CPU limits this might help)

    So for bigger games that hear constantly from fans saying "When PS3/PS4? When WiiU?" this service would be awesome.

    Plus, 3DS support is rumored to be coming soon, which would be extremely great as well http://unity3d.com/company/public-relations/news/unity-support-new-nintendo-3ds-and-new-nintendo-3ds-xl

    I could wait for technology to run HTML5 + WebGL games as well as my Windows desktop can, but in the same time I wait for that the competitor engines and tools are improving too, so a solution that lets me use my favorite game editor to export to native right now is something I would need to keep using Construct 2. After all, this is just a tool to make my game ideas and sell finished games, so the final exported game is what matters most to my customers and hence to me.

  • Good job Naji, glad to see you are learning Unity too, that's a great way to get into multi-platform titles in the future

  • Hmm not sure what isn't available as these should be all that's needed:

    Construct Classic R2 - http://sourceforge.net/projects/constru ... e/download

    (latest version, not shown on the Scirra site)

    Texture Setter plugin - viewtopic.php?t=61573&start=0

    Unique Sprite plugin - viewtopic.php?t=61546&start=0

    Path Movement Behavior plugin - viewtopic.php?t=57756&start=0

    Coloured Outline plugin - viewtopic.php?t=56454&start=0

    (right click and Save As for the coloured outline).

    They seem to still be up for me, but I can PM you a pre-packaged zip file with all of them too if that helps!

    This week has been pretty busy with work so hopefully by next week I can have some more news about tile importing <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • The most useful part for me would be an importer that brings the objects and layout designs straight into Unity as prefabs (for objects) and scenes (for layouts). Game logic I am happy to code myself since I prefer C# to JavaScript, and know that Unity does a few things differently and will probably need tweaks to boost performance.

    I would definitely buy a service like that if it imports in a way that performs best in Unity, rather than wrapping it in generic Unity objects but acting like it's still a C2 game.

    But I can't see how this would hurt C2 at all, it gives the bigger games and developers a chance to make their game in C2 for prototyping and rapid development of levels, etc (because for game dev I have not yet found a better editor!), but the power of native export supported by the giant that is Unity

  • Demetari Same here to the second part <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    szymek I can make a game run 60fps in HTML5, but can I make my (big) game run that fast? Well in the case of PC games, technically yes, if I only expect super gaming machines to play my game. The problem is that I need the average Steam user to play it in order to have any sort of customer base, and their specs on average are not that high http://store.steampowered.com/hwsurvey

    The best thing yet though is the set_minimum_fps action, which lets us now decide how frameskip works. I would rather hear complaints of "It's really slow!" than "My character fell through the floor" or other things that get strange when collisions and behaviors fail (due to large dT values).

    Customers can understand that their PC shouldn't be playing the game when it's slow, but random glitches make it look like a bad game rather than just a game that they need to upgrade their PC for.

    Also, if collisions are indeed skipping, and your game logic is dependent on said collisions systems, then it's safe to say your game is skipping logic at the same time as collisions skip, so with R210 and up it is great because instead of 10fps minimum before game slowdown, it's 30fps (a good middle road from my testing). Much less chance of collisions skipping without sacrificing too much speed for lower end PCs. (Thanks for this feature by the way Ashley!)

  • Okay great, I will look into making a fairly straight-forward way of making tiled TMX files (probably CSV format) load into Construct Classic using some tiled background objects for each tile image. (for importing sprites into Construct Classic, the RGB for transparent is 255,0,255)

  • Two things that I've found is that:

    1.) If you're using WebGL and can't bear to part with it, you're not going to be making a WiiU game.

    2.) If you need all the performance you can get from a fairly powerful PC, you're not going to be making a WiiU game.

    Maybe the Nintendo NX will have some better specs to support more demanding HTML5 games though.

  • Great thanks for the updated tileset and mockup! I haven't used AdvancedCamera, but what I will do should only use events and built-in plugins, so you can use it with AdvancedCamera too then I think.

    How were you using the zoom?

  • Z elevation depends on camera settings, etc, but I will look into that, can you make a mock-up of a single room using the tileset for me? I can re-create that in tiled (using layers probably) so that I can make the TMX and do events to load it for you. Might end up writing a tool that converts it to INI format from the TMX or JSON, but either way I'll make it straight-forward as possible

    Best thing about loading levels from a file is that it makes your game modable, and should avoid some glitches Construct Classic can get when making a large game!

  • Construct Classic didn't have a built-in tile plugin/support if I remember correctly, but you can check this list (might be outdated): list-of-all-plugins-add-on_t62655

    Otherwise, there could be some events you could use combined with an Array to automatically spawn tiled backgrounds and place them in correct places and layers.

    My game I Had Hope loaded almost everything (other than code) from a file, and is open source if you want to check it out: http://ihadhope.blogspot.ca/p/download.html

    However, I didn't use a tilemap and hadn't started/finished a map editor (created them by hand, they're just INI files written as .iam or .dcd, etc).

    Can you post a link to a tmx (remove the . so http://www(dot)google(dot)com to bypass link blocker), or JSON and I'll see if I can make events to load it for you? Need the spritesheet/tiles too.

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  • Insanity's Blade on Steam has definitely met that value and surpassed it, but we figured it would and bought business license upgrades long before it released to anticipate that.

  • It shouldn't be a problem to do it that way, but you could use an Array object (and write down what each array position is used for) or use the Dictionary object which allows you to name the variables (add them by events on the first layout, then change their values/read them like normal variables.

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Jayjay

Member since 18 Mar, 2008

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