Davioware's Recent Forum Activity

  • this is happening because custom movement automatically takes timedelta into account. To not have it automatically affected, you have to enable the option "override timedelta" in application properties -> advanced. Be aware that this option makes the game framerate dependant (runs at different speeds depending on framrate), so you should use fixed framerate mode if you do this. If you still want to use timedelta and v-sync, then there's an option to set the minimum fps next to the override. This will make the game slowdown (by modifying timedelta) when the framrate drops below a certain threshold, so that objects don't move too far in a frame.

  • I like how they reused the blond haired kid's sprite for the old man...

    I don't find it particularly impressive. The graphics are decent, but VERY uninspired. The performance isn't great either, and I'm on chrome (gpu accelerated canvas 2d enabled) with a fast workstation. The gameplay isn't fun either. A polished turd, if I do say so myself.

    The only thing I really liked were the background layers.

    Can we get the image editor next? It's really annoying to have to go back into your gfx program just to trim off a few unwanted pixels or make the background of a sprite transparent. Other than that, hotspots would be nice.

  • Flash isn't great. HTML5 performance is rapidly improving, and runs in browsers without a plugin. It won't be long before HTML5 is faster than flash in every way.

    Making C2 flash based from the start would be a failure. Just look at Stencyl; the runtime is garbage slow.

  • I was with quazi when he was working on the game. Creating models with deforming mesh animation is really, REALLY just not feasible for a larger game. Mega Thumb kind of pushes the limits of 3d in Construct, and creating more complex models with deforming mesh animation is impossible, sadly. The models are all generated on startup with events through carefully crafted curves and practically each point, curve and polygon on the model is tailored by hand to have the right curvature and flex when moving. It's a lot of brute force tweaking and math, and really not a suitable workflow. It's inspiring, but it's really not a technique that can be widely/easily used for 3d games.

  • Try turning off the limiter in Xaudio 2. Just a hunch.

  • Congrats on officially releasing C2 guys! The new site looks pretty good too. Well, everything aside from Master Chief on the landing page. I realize you have pretty distorted versions of other popular characters, like Manpeach and Metal Slug guy, that's cool. However, Master chief just has a slighty inflated chest. It's not much of a problem, but it's kind of strange that he's not distorted. I'd just remove the iconic helmet.

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  • Who told you Hammerfight was made in Construct?

    It's not.

    Here's proof

    This is a guest post from Ryan Gordon, announcing the release of Haaf's Game Engine (HGE) for Mac and Linux. HGE is the 2d engine that powers games such as Hammerfight.

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  • Yea, you will have to create the game twice, most probably. Rojohound (another forum member) had released a simple tool which converted cc projects into C2, but it's far from perfect and I wouldn't rely on it to completely convert a game. In the future someone may be able to come up with a decent converter though. It probably won't be perfect but it can save you some work. (importing graphics, etc.)

  • There's actually a plugin for construct made by the creator of the site. Check their forums, I think it's there.

  • Is this implemented in C2 yet?

  • Close/collapse the group or parent event then open it again. It's a bug.

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Davioware

Member since 25 Sep, 2008

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