BadMario's Recent Forum Activity

  • I typed a reply, but there is no point , so I deleted it.

    Original post asked about limitations people may have encountered with version 3. Let's stick to that and hopefully give him some specific answers, not general meaningless ones.

  • Most problems here are related to either HTML5, Exporter or other things that have nothing to do with the editor or the pricing.

    I hope that is not the case, because if that is the problem the whole thing falls apart. What good is the editor if your final export has problems?

  • It's not weird at all. Bug fixes means bug fixes. It's quite simple actually.

    Some of us have a bunch of games that may or may not work better in Construct 2 and do not want to use Construct 3 for XYZ reasons. Whatever the reason, it is nobody's business really.

    Construct 2 is still being sold and bugs are supposed to be fixed. End of story.

    If I can import all of my 30+ games into Construct 3 without any headaches, fine I will do it, but that is not the case, and I do not use any plugins even other than whatever came with Construct 2.

  • Yeah, but as they say: "Only bug fixes"

    Google play, admob and other stuff not working are bugs, so fix them already.

  • Well, I have a game that scrolls a tiled background, each tile/strip is something like 2000 x 150, Some particles here and there and fairly detailed animations in my sprites. It all runs perfectly smoothly on my laptop and on my 3 year old Galaxy phone. Same on iPhones 7 and up. So, I would say it works.

    Only saw problems on 7-8 year old laptops or really crappy newer ones. Even there it is playable, but there is tearing.

    Now this is only HTML 5 export played on phones and laptops. I'm not sure why I even need APK or that other iPhone shit, when this works the same or better. ( yeah, I know, maybe some extra admob money if I get lucky and people find me on one of those shitty app stores ).

    And by the way, that "It just works" by Apple is 110% bullshit. Never worked. Now all PCs work much better, but early 2000s , not a single Mac user that I knew, that did not have serious problems, from freezes 10 times a day, dead RAM modules on arrival, faulty screens, and so on.

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  • No jank on any of these examples, no matter how many objects I add.

    5 year old laptop ( but was the top of the line back then, so still pretty badass )

    Running win 8.1 / Chrome Version 70.0.3538.110 (Official Build) (64-bit)

    OK, I got it to drop below 60 FPS after adding some really unrealistic amount of objects, but it's more of a slowdown than jankiness even then.

  • How about placing an invisible object with physics ( immovable ) slightly under the water surface, so boxes will come to rest on top of that and half will still be sticking out. Then apply some minimal physics impulse or force ( at angle of -90 because that is up ) to make them move around a bit, so it looks like they are floating

  • Sorry I used loading progress because I usually use this when loading game.

    You do not need all of those variables only these:

    scorelimit

    score

    scorePCT

    every time you score calculate % by setting scorePCT variable to scorePCT = (score/scorelimit)*100

    and under that another action to set frame of object

    object > setFrame > int(scorePCT/10)

  • pct = int(loadingprogress*100)

    someVar = pct/10

    object . setFrame to int(someVar)

    Just off the top if my head, as they say, haven't tried it , but it should work

    or shortened into one line object > setFrame > int((int(loadingprogress*100)/10))

    prob. do not need both int either

  • or just if camera X = or > than 470 then trigger

  • Money on mobiles?

    Most mobile developers make no money. Not real money you can live on in the US or Europe.

    So making one really "deep" game and releasing it on steam could make you more money than all the mobile games you release from today to 2030. Of course there are no guarantees either way. Most games on Steam make no money either, but that is because they are garbage mobile like games or re-skinned Unity tutorials/assets. Real games on Steam do seem to still make at least some money.

    Sure, you may get lucky and your games become as hit, but odds are about the same as winning a lottery.

    If you have a day job and do not depend on this one game you want to make, I'd say go for PC since that is what you prefer and like. Even if it flops you still have a job and a game you made your way. With mobile games if they flop ( most likely scenario ) you will have a bunch of flops and shitty games even you do not like.

    And finally, there is nothing preventing you from working on one big PC game while simultaneously working on a couple of mobile games ( let's say a couple of hours every few days for that, when you don't feel like working on anything else and are stuck with big game development and need a break )

  • Ok, if it does now, my bad. Last time I checked it wasn't the case.

    I have a lot of projects in Construct 2, but am thinking about starting version 3 subscription soon and see what's going on.

    Thanks

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BadMario

Member since 3 Sep, 2015

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