Jayjay's Recent Forum Activity

  • I don't think it's just "Pixel Art vs 3D", because we have great examples of non-realistic 3D / Pixel Art in 3D as well like:

    Minecraft:

    Superpowers example: https://sparklinlabs.itch.io/discover-superpowers

    Craft Studio examples: https://sparklinlabs.itch.io/craftstudio

    or cell shaded 3D:

    Jet Set Radio Future:

    Borderlands:

    And Pixel Art also has many different styles:

    So which one is better is hard to say. I think it depends on the game type, and the level of polish an artist puts in to make it all "seamless" or consistent.

  • Yeah I feared it was 7 or lower, I'd use classic theme if I could too just for the extra performance

  • Prominent Windows version you are running? And for commercial games that isn't a viable fix to tell customers "just remove your Windows theme!!!"

  • Construct 3 will eventually be 100% better than Construct 2.

    At present the two biggest reasons to use Construct 3 are:

    -It works in a web browser (pretty neat!)

    -It has better export methods for mobile (same performance)

    The two biggest reasons to use Construct 3 are:

    -It isn't a subscription

    -It has more plugins available

    (and bonus: C3 can import C2 projects anyway)

  • Right now the only advantage I see in Construct 3 is a better method of building for mobile phones. Everything else is exactly the same at runtime (C2 has more plugins right now too)

  • I'm starting from your "personal license" question:

    1. Yes, you are allowed to use personal for commercial games/earning money as long as you're not a business

    2. Yes, not all projects can be transferred as it depends on plugins being available for Construct 3

    3. There's no difference in the runtime and minimal differences in the editor right now. Learning Construct 2 is fine if you don't want to pay a yearly subscription.

    That said, editing from any browser is pretty sweet.

  • Only been here 9 of the 10, but I still remember fondly the day I found Construct Classic on a magazine demo disk for media creation software

    Construct Classic was everything I ever wanted after growing up on KnP / TGF / MMF (aside from when CC editor and runtime are crashing )

    I am very glad that Scirra are still doing well for themselves and are continuing with producing game development software that isn't cumbersome to use or "needs code" to do anything worthwhile.

    Looking back at my original postings and the change in my experience with Construct when I transitioned from beginner/student to independent game developer, I am excited for Scirra's achievements and pained for the journey left ahead at the same time. As a hobbyist, I love every Construct version and recommend them all in different situations.

    However, I am still hoping for much better support from hardware/consoles and software (eg: Chromium) for the platforms that C2+ are using. It's almost viable now for any (and is viable for most) 2D game(s) made in C2+ to compete with other Indie native engines on PC, so I am looking forward to the future of the HTML5/WebGL platforms.

    P.S. If anyone wants a "blast from the past", check out this video

  • tunepunk Wow those are some great findings! I think it explains a lot of the strange issues that we (and by extension our Steam customers) have experienced with our 2D platformer.

  • Wow looks great! Nice work!

    Would love to see a performance comparison between this and the regular JavaScript Box2D Construct 2+ uses already, as it would demonstrate why more of the JavaScript should be created from Emscripten/ASM.js

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  • As long as your collisions don't need to be precise/you aren't making a platformer or fighter or shooter, it should be fine to drop a frame here or there.

    Players will notice it, but I don't expect performance of Construct 2+ to improve further than what everyone's reporting here unless it switches export to a C++ into Emscripten/ASM.JS method (basically the web version of assembly language). It's more likely to happen with Construct Classic (which is: never) since it's already in Visual C++, but for C2+ the plugins and entire engine are written on (mostly) hand-made JavaScript already, so it doesn't convert to ASM.JS

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  • If you need to use bigger numbers, the solution might be to simply use two numbers to store the effective "one number" in two halves. Only works for addition and subtraction I'd think though, with lots of checks to see if an addition would push the bottom half so that it increments / decrements the top half

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Jayjay

Member since 18 Mar, 2008

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