Aphrodite's Recent Forum Activity

  • I just woke up and just read it so I may not be as constructive as I could

    The review isn't bad, it hits the points it needs to while talking about an experience, I think you also got the process of creating this type of game pretty well even though that isn't the point of the article.

    As for my experience with c2, it's simple, yet powerful, but somehow lacks key features and has other features not that crucial, which can be a pain, good thing the community fills the holes, and even tho I don't use 3rd party plugins in most cases (because I'm not looking to make money so I can learn anything that can be done and it's clunky to use them in c2), in c3 the situation should get better.

    However the community is full of non professional people just looking to make games, with in the past some money milking people that I can't call professionals either (talking about people admitting they were making trash for money), what that means is that c2 was a niche engine and if it continues it can be the same for c3, but that could change if C3 doesn't hold back as much as C2 on some parts for bigger games, or if third party plugs are easy to buy and use and maintain, otherwise community is really helpful (except for the trolls but you gotta have those).

    Subscription model isn't a big deal as it's cheap in that case, that's not the deal breaker for me, lack of ways to monetize html5 games and being not as clear that it exports only to JavaScript could be deal breakers tbh.

    I hope I wasn't too sleepy and that this post made sense

  • No.

    Because when someone screw up the announcement that badly, you can't just let it slip.

    I don't think the pricing is bad tbh even tho unadapted

  • Well I just tried it on my side with a random image from wikipedia, and it simply uses it from the cache (I loaded it once then cut off my internet and refreshed the project to retried, it worked). This may depend on the origin of the image caching options though.

  • there are no current way to do this in NW.Js nor chrome AFAIK (well you can use a chrome or nw.js argument to disable v sync but then the game will run as fast as possible as opposed to a fixed framerate), the dt minimum value can be fixed to fit a 60 fps display so if the game goes under 60 fps, well, it will get slowed down.

    using dt is still important to ensure that the result will act the same regardless of the framerate (so a 144Hz display or a 60 Hz one will still be calculated the same).

    But apart from performance reasons (executing the logic and rendering at a fixed 30 fps is not as costly), if it is done well, dt ensures that as long as there is no lag or freezes, the game acts correctly and is as fluid as it can (since the movements aren't framerate dependant but time dependant).

    Also I never thought of a single case when anyone would want to use every X seconds with such a low value as 1/60, like why even do this? I don't get it, if your dt implementation is correct you simply don't need nor want that, perhaps I'm missing something (it's early here).

    I still agree however that a fixed framerate would make development easier for some people working with devices with a low perfs/framerate ratio, or simply make development faster as there is no dt to use (even though dt isn't that hard to use once you understand it, but as said for deterministic resuts while still being the same speed on all system is a must it's important), however input based replay would indeed work nicely, instead of what we can do currently (basically a time based replay which is not as easy to do!).

    EDIT: After reading it again it feels like this post is agaisnt fixed framerates, it is not, I want to see a fixed framerate as an option, screen tearing is a light tradeoff for all the advantages it gives, this post was simply trying to explain how to compensate from the lack of it currently. Oh btw GM:Studio allows a fixed framerate but unsure if they do it the right way.

  • I'd like to see that as an addition too, in the mean time, I did something similar in events in 2013, unsure it still works fine but might be worth q shot until we get something like this.

    Unless I misunderstood

    EDIT: oh no don't tell me... they removed the crop mode, so this only works in C2 and not C3, darn!

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  • Kiosk mode I think prevents user from leaving fullscreen mode, I do not think it has a point for games but to have a screen displaying something (like in stores or administrations) it can be useful.

  • I suggest you take a look at , unsure all of them are still active though but worth the try I guess.

  • Already tried to make it change (don't post on it, it has been closed) sadly, didn't worked out, a shame really.

    Anyone annoyed by that too?

  • That's my main concern honestly.

    Well apart from the fanboyism/hate relationship that there is currently (which I don't get but whatever), PixelPower does have a point:

    Scirra does tend to not fix bugs coming from a third party ("Close as won't fix" anyone?), which break our games multiple times in the past for sometimes a very long wait (the jank/stutter), imagine a bug similar happens and break C3, oh my god, I hope they have a plan for that, because telling users not to update their browser would be downright stupid.

  • So hype for the news yet with mixed feelings. I don't know about you but I need to be mentally prepared for C3, that's all. If you are like me having these feelings, here is what we should sort out first.

    1. Ashley is a genius and I believe that is a fact. (Most probably I'm dumber that's why)

    2. Multi-platform (perhaps even on a tablet)

    4. SUBSCRIPTION??!!!

    for 1, I don't mind html5, heck I even encourage it as long as it doesn't try to look like native and sell like it (the guy agaisnt wrapper who likes html5 speaking)

    2, I expected that, I mean it was obvious that ashley would go for a web based application, and I think if done right (which needs to be proven but I have faith) can be awesome to work everywhere from any environnement, unless we have browser issues that breaks it... but that is another matter.

    as for the subscription (the 4th point), I am agaisnt it clearly, I mean I don't mind it in itself but the way they announced it was just a failure, complete communication fail, also yearly subscription? that isn't quite right, monthly or even weekly would be far better for everyone involved, or perhaps the choice between monthly subscription and yearly subscription, the latter ending up cheaper than the first, but yearly subscription only is just bad, also yeah I use some things that have yearly subscriptions but only when I am sure I'll use it the whole year, which is why the choice between mnthly and yearly would be better for everyone even scirra.

    the other points I have no opinions on them yet, hope my post doesn't sound too angry, was not the intention ^-^

  • I think the original post doesn't talk about native exporters but rather exporting offline/locally rather than online, could be wrong though.

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Aphrodite

Member since 20 Dec, 2011

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