Schoening's Recent Forum Activity

  • Hi,

    I have a bunch of potential spawn locations. They have a "isOccupied" variable, and I wish to pick one that is not occupied.

    I tried using the pick by evaluation, but that seems to pick multiple. "Trigger once" didn't help. It's been years since I have used Construct. Would like some tips here please.

  • As far as I understand it the WebSocket plugin only support Strings. However has anyone been able to send Binary data (for example Float32Array) using a custom plugin?

    Ashley you should be "self hosting" it - make c3 with c2 - that would have been meta

  • Thanks blackhornet !

    It worked perfectly.

    (Any explaination as to why this works like it does?)

  • I am trying to re-create a game in Construct2 that I made some time ago.

    I am spawning a lot of barrels "On start of layout"; and I want to re-position the ones that are overlapping.

    So right now I am doing a while loop that is running until there are X amount of barrels in the game. And inside the while loop I am trying to destroy overlapping barrels. (However the last part is not working)

    Screenshot of the game:

    How come the overlaps are not getting destroyed?

  • Cheers !

    So does this mean I was calling the loop every tick then?

  • I just got back to Construct 2 and I am really confused ...

    I am trying to create some sprites using a for loop but instead the loop fires 5 times and then objects are created every tick. Whats up with that?

  • Yeah, I have been playing with it for a while. Haxe in itself is pretty bare bone though. You're going to need a framework of some sort.

    Besides a rendering engine (like Three.js (I can't do WebGL...)) I would much prefer to code my own engine anyways

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  • Gianmichele Haxe looks awesome! I have been thinking about it for a while.. I'm gonna try out the Three.js Haxe port and if that can compile that to more than JS I am totally sold on Haxe myself

  • Jayjay I don't want to play too much devils advocate here. But what were people promised besides the option to export games to mobile aswell.

    I would like to see some more warnings about mobile performance tho, since a lot of people comming to scirra probably don't realize or think about performance differences between devices.

    I don't mind that people voice their opinions. My message is to those agressive, borderline trollish, remarks about the engine with no basis in reality anyways.

    But I actually do have a suggestion for Ashley that might be somewhat reasonable altho probably still way to much work: slowly replacing parts of the engine with asm.js code? I know the physics plugin is using it. But rewriting performance critical parts of the engine in a language like C, C++ or C# and compiling it to asm.js may boost mobile performance "enough" while still avoiding the headache of exports to native platforms.

    That code would still need to be re-written and then need a gazillion tests and bug fixes tho

  • I gotta say that I can totally understand Ashley for not "simply rewriting the entire game engine" and sticking to HTML5 and JS.

    I mean jesus christ people Just re-writing an entire engine in a different language is a MASSIVE piece of work! Even without considering that JavaScript with its prototypical style is quite different from most other programming languages.. Even more importantly having everything work with Chrome / FF / IE is already a struggle; Imagining to have to write the plugins for Windows, IOS, Linux, Android, IPhone, other smartphone OS'es, keeping track of all their quirks + additional differences in between versions and flavours - and doing all that as a 2 man team??? WOW! What a nightmare!

    Mobile performance is a bitch in JS and the best we can do is optimize and reduce draw calls, keep the JS idle and wait for V8 improvements, ECMAScript 10? (LOL) and moores law to take care of the performance gap.

    You can call me a fanboy, I really don't care, because I'm not.. I can see the limitations. But this is a 2 man team building a HTML5 game engine that ports well... to HTML5. And you bitch about that

    It's all good to complain and vent. But when you bitch at a product that does what it was designed to do because it does not do what you want even tho you know what it is designed for.. well... I think it is time to pack your things and fuck off

  • Schoening

    Are you reviving this project ? How is the progress ?

    I am not sure that is necessary Isn't the other plugin good enough?

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Schoening

Member since 24 Jan, 2012

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