Pode's Recent Forum Activity

  • immigrantsheep : I don't think so. You need a way to show concurrently your browser and a file explorer, and I don't know any mobile OS doing that.

  • Emac : I need to add the option to export it to texture.

  • Ashley : ah, then yes, the job is the same. PNGQuant is using a variation on the Median Cut algorithm to do the color reduction while PNGNQi is using a variation over a neural network. In the end, the result should be close <img src="smileys/smiley2.gif" border="0" align="middle" />.

  • Ashley : you can add some PNG quantization to approach that via PNGQuant in the tools proposed by Construct : http://pngquant.org/

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  • By looking quickly a his code, it's not currently possible with Construct2. He has some code inside the vertex shader, and we can't change the basic vertex shader in C2 for the moment, only the fragment one.

  • clrammer : the games are still on today, no downtime ! iPad are very sturdy in fact.

  • Something that's a great recommandation for the designers in my team : Challenges for Game Designers.

  • Intel is using a 3D cam from SoftKinetics for that (something like the Kinect). If the system doesn't provide access to that cam from the browser, no Javascript app can access it. So the problem isn't on C2's side.

  • Arima : in fact, WebGL shouldn't be faster with Ejecta, it should just be the same speed as canvas2d.

    What Ejecta does is translating javascript calls into OpenGL (ES) calls.

    So, in the end, the canvas2d code is translated to OpenGL, and the WebGL code is also translated to OpenGL. The fact is that vikerman started to work on the WebGL portion of code way after the work was started on canvas2d, so the difference of semantics between canvas2d and WebGL explain the difference of translation (meaning their speed of execution) when they run with Ejecta.

    That also means that using WebGL in your Construct2 code won't be faster than using just canvas2d (it's different than running in the browser). The only thing that won't work is WebGL shaders.

  • Spider_hip : yes, you need to add a mapping per frame.

  • Joannesalfa : spending money in antipiracy measure isn't very wise, but you need to have a "minimum of antipiracy" baked in, to aovid losing all customers.

    The thing is that people always go for the route that is less costly. If you use a simple technique that needs an hour of online search to crack, "regular" customer are going to buy your game instead of losing one hour, and typical crackers are going to crack it anyway.

    Think about the 80/20 rule : 80% of the money comes from 20% of the customers. So make it hard for those 20% of customer to have a cracked version. And only for them, no more, because what is invested on top of those 20% is lost money.

    that means very simple trick like : CRC check of the binary file size, serial key (meaning having a server to check that, or a keycheck injected inside the binary), or demo/complete versions of the game. Nothing fancy, everything already invented, but that's sufficient to dether piracy from the "mom's and dad's" (what a clich� ! ;)) playing your game (and after all, they have the money anyway to pay, not the youngsters).

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Pode

Member since 3 Sep, 2011

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