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    I never liked the "spaghetti code" style of visual scripting with blueprints/lines and boxes (it works fine for filters/shaders though).

    I fell in love with and migrated to Construct Classic way back when because "Finally! Someone copied Clickteam and did an even better job!"

  • There is a potential solution now (not free): Chowdren exporter for Construct 2

    It works well for games on the Clickteam products (Eg: MMF2) and allows them to come to consoles, so it should work really well for Construct game exporting!

  • SnipG Are you using the new Construct 3 faster renderer by any chance? If not, can you do that and post results too?

  • , heck even on PC for that matter.

    Can confirm that you do not want to release any complex platformer game on Steam with the default C2 exporter and platforming behaviors. Learned that one the hard way so you don't have to

  • I created a bunnymark behavior just to compare the performance of plugins to event sheets - and the plugin was 3x as as fast as using events. So... There is an overhead to the event system. The trade-off, of course, is event sheet convenience - if no one notices the overhead then it doesn't matter....

    Edit - this plugin was for c2 although it's likely the same for c3; I didn't check the forum title..!

    We were mostly talking about the speed of coding, since more complex things are faster to do in visual events it's probably faster, although I guess more keyboard shortcuts while eventing never hurts.

    That said, it's an impressive performance difference ditching the events. The runtime really should be pre-baked with the plugin/game code into one program on export, rather than interpreting the events IMO.

    Otherwise, all Construct 2/3 is would be a fancy JSON editor if you can just grab c2runtime.js and slap your own data JS file with its HTML loader.

  • We can agree to disagree . I made a suggestion on that page, I hope they will add a programmer mode on construct 3. Doesn't hurt to have another option, it would help reach more people as well.

    Except, I have actually done the work of porting a couple months of eventing work from Construct 2 to Unity/C#, and I can tell you that code-wise it has taken over double the time.

    It was worth it for our console release targets, but that's a different discussion.

    But yes, more keyboard-friendly interfacing for Construct would be nice to have still, even if it's not technically "programming mode"

  • Hmm okay, but a bump makes people think someone responded, for me I would normally not even look if I see the post count is above 0 for specific requests like this

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  • Technically you're welcome to program as much as you like as a JavaScript plugin/behavior addon, but then you still need events to make it interact with other plugins.

    Visual scripting in Construct is not as slow as it seems, aside from specific complex loop/function/family things, you're going to be much faster doing it in events.

  • Epic Platformer: It's the cheapest and by the time you figure out how to use it fully you'll know enough Construct to realize you didn't need to buy a template anyway.

    Also, bumping isn't really something we do here, your post will get seen by someone who has feedback to give eventually even if it takes longer than 1 day,

  • YES! So glad to see this migrating to the Construct 2(+ someday C3?) realm

    I vote to sticky this post!

  • Even if you get massively pirated on Android, the popularity will leak into iOS sales as word-of-mouth spreads.

    Piracy really only hurts people who fight the pirates with nasty DRM, as even the big companies make a lot more than they would like to admit despite high piracy levels.

  • Being a good developer is indeed the easiest way to avoid performance LOSS.

    But if you're talking performance GAIN, then I don't see any way to make JavaScript outperform even C#/.NET without directly editing the garbage collection of C2 to match your specific game and compiling the whole thing from C++ into WebASM/Emscripten.

    Now comparing C2 against itself we already know there's room to GAIN as well, because after years of being "fast as native" Construct 3's runtime is about to be even fast-as-native-er, which is actually awesome and I hope that goes well for Scirra and pays off with more subs for them, because it is sorely needed, especially in the areas where the improvement are occurring.

    But that also kinda disproves the whole "I can make your game 0% of the CPU!", because unless you're making a turn based game that does nothing until a mouse click is made it's simply a catchy phrase without fact.

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Jayjay

Member since 18 Mar, 2008

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