jbadams's Recent Forum Activity

  • From the manual entry on the debugger:

    "The estimated CPU time (e.g. 20% CPU): an estimate of how much CPU time is being spent in the logic of the game. This is not always accurate, especially since it only takes in to account time spent on the main javascript thread, and should only be considered a ballpark figure. The profiler can break this down in to how much time is being spent in each area of the game, and is described in more detail later on in this guide. This value corresponds to the CPUUtilisation system expression."

    Emphasis mine.

    In addition, although it's likely to provide a more accurate picture of overall system resource usage the Windows task manager also doesn't provide entirely accurate results -- it's a simple tool intended to provide a picture of computer performance suitable for general end-users -- not a precise tool intended for developer usage.

  • I can't speak for Scirra of course, but from my experience of previous Construct versions, new features appear in beta versions and documentation is added to the manual in the next stable version -- based on that I would expect a manual entry to appear in the next stable update, which will likely be reasonably soon.

  • Sort of baffles me that no other users see this as useful?

    It would be useful, but only in a very minor way, so personally I hope other features that have a much great impact take priority.

    I try to only install a minimal amount of plug-ins required for projects currently under development, and remove any un-needed ones after I'm done with them. Keeps things nice and snappy and uncluttered. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • The saving time is barely even noticeable for most of my smaller projects, and only around 5-6 seconds at most for my larger projects.

    I'd say there's something amiss -- perhaps an incompatibility between your system and the software, or a general problem with your computer. Are any other programs on your computer experiencing difficulties?

  • I, for one, would much rather efforts be continued to improve the existing system and add new features.

    The work required to allow scripting as well is potentially extensive, and given the flexibility of the current highly-capable event system -- as well as the JavaScript plug-in SDK -- I would much rather than effort be spent on more awesome features, bug fixes, and improving performance.

  • CannedEssence:

    Ah yes, I see what you mean now! Hadn't actually tried to use multiple returns in Construct 2 (I consider it a bit messy in the majority of cases) and realised that execution continues after a return.

    Plenty of programming languages allow you to have multiple return points from functions, but you're correct that it would be extremely unusual -- i.e. I can't think of any examples -- where this doesn't also jump back out of the function.

    Apologies for the misunderstanding! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Just for reference, there are actually quite a few programming languages which allow multiple return points.

    Different languages have different idioms, and it really depends on the language and programmers involved whether or not multiple return points are considered a good idea.

  • In that case you should probably take the linked page offline, or at least add a prominent notice that the program is no longer active.

    If nothing else, at least disable new registrations.   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You certainly can!

  • 3. You can use 3rd party engines like C2 and unity.

    Are you definetly serious? Is like windows 8 app publishing?

    All the things listed in the original post are just things mammoth hopes, and have not yet been confirmed by Microsoft.

    It's great that they're making an effort to be indie-friendly, but that doesn't necessarily translate to you or I being able to target the platform; there's a big difference between an established independent developer with a budget of $100,000/year or more, and hobbyist or small-time indie developers working on a shoe-string budget, and it wouldn't be at all surprising to find that the features discussed are for the former type of "indie" rather than the latter.

    Given the popularity of XNA and the creator's club for XBox 360 it's likely they'll have something accessible to any every-day person, but we'll have to wait and see just what that might be.

    I don't see what's exciting about paying a $100 fee

    It would be another publishing option that's actually accessible to indie developers of almost any level. Professional development is a whole different ball-game involving the exchange of huge amounts of money, and traditionally (excepting home-brew which isn't generally commercially viable) consoles have been inaccessible to the majority of indie developers.

  • The current version of Construct 2 doesn't officially support multi-player at all, other than providing the very basic facilities offered by the AJAX and WebSocket plug-ins. These provide some basic functionality for establishing connections and sending/retrieving data, but nothing higher level and obviously nothing server-side. They would be sufficient for most turn-based games, but in the general case won't be suitable for more real-time multi-player games, and you'll have to handle all higher-level logic (such as synchronisation) for yourself. This may be further addressed in future releases, as multi-player functionality is a pretty popular request.

    That leaves you with third party plugins anything you can find in the forums. I've seen some good progress from some users, but don't have any links handy or specific advice on it -- other users might have more information for you.

    Hope that's helpful. <img src="smileys/smiley1.gif" border="0" align="middle">

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  • You could fake 3d (with for example, isometric tiles, or something similar to the old "2.5d" dungeon crawlers), or you could use something such as the 3rd party polygon plugin or another plugin to draw lines, but Construct 2 isn't really designed for 3d, and I would personally suggest looking for a better suited alternative -- perhaps Unity3d -- if you want to work on 3d projects.

    Construct 2 is absolutely fantastic for 2d, and you could probably force it to do something 3d-ish, but you'd be fighting against the strengths of the product rather than working with them.

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jbadams

Member since 21 Dec, 2011

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