Prominent's Recent Forum Activity

  • Any new laptop, even the bottom of the line will be able to run construct games. I replaced my 10 year old laptop last year and every c2 game I’ve tried runs fine. Before, I was like you and most c2 games had trouble running.

    I benchmarked my old laptop and 95% of systems are faster than it. The new $400 one has 75% of systems faster than it. The benchmark is overall, but things like cpu and graphics performed way better.

    I could probably do some video editing with the new one just fine, but a beefier system would probably help.

    Wow, that is good to know! Yeah- I have trouble doing video stuff on my current laptop, so I'm bit concerned about that. I may have to get a laptop with a graphics card I think.

    Well, how much do you want to spend?

    Your suggestions are above my price range. Ideally, I'd be comfortable in the $800 range, but if necessary, I might consider $1000 range. And yeah, one big concern I have is with the screen- I will ideally want to first be able to get my hands on it and look at it before buying.

    Since you also want to do video editing a GTX 1050 GPU is probably enough, and any dual core 2.4GHz and up CPU.

    Recommended brands would be ASUS ROG or MSI

    Hm ok.. I currently have an Asus, and it has served me well. I heard that laptops are now coming out with quad cores- are there any benefits of that? gtx 1050 seems like it would be good.

  • My laptop is about 10 years old, and I will most likely need to get something newer this year.

    I haven't kept up with gaming, and feel like I'm growing out of that- but I still want to develop my own games, and do some video editing. I'm also not that tech savvy, hence this post.

    I'm wondering what you think are good choices as far as devices capable of running Construct games, and doing game dev/creative work.

    I know with my current laptop, construct games can be unplayable if there are too many effects, graphics, etc, hence I'm wondering if I need to still worry about that with newer devices.

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  • You can put an imagepoint at end of line in the animation frame, and check if imagepoint(1) x and y are overlapping an object. And also if imagepoint(0) overlapping the other object.

  • I think you can set: width = width*-1

    since a sprite with negative width is considered mirrored.

  • Yeah- Unity has its flaws like any other engine. It shouldn't be too surprising. It just depends what you plan on making, and finding the tools that will allow you to make it.

  • check your imagepoints / origin point in the frames of your animations/idle.. make sure they are the same.

    also check your collision polygons.

  • Thanks for those links. Do you have to disable v-sync if you use the --limit-fps argument? (I want to limit my game to 60fps incase someone is using a higher refresh rate monitor.

  • Well, in that case..

    One way or another you need to record when the first case occurs. So you have to store that information somehow. Construct isn't going to do that for you. It's not going to record every time something happens for the first time, because that could be hundreds of thousands of possible things. You have to create the logic yourself to discern when that happens.

    So you can use variables to store the data that will signify when the first occurrence has happened.

    You can use a group, with a local variable inside and set it to Static, and then put the events inside the group that set the variable. If it is 0, it is first occurrence, if 1 then the first occurrence has already happened.

  • I know that- I'm just giving you my perspective. I would hope to think that you'd care about my views, but your post just gives me the impression that I'm some kind of minority or something.

    Considering I'm someone who has been retained to some degree- perhaps you'd be interested in what makes me continue using your product. It doesn't really matter what a person thinks is important if they are just going to lose interest eventually- if retaining is your concern. What is important to someone changes all the time.

    I guess my point was that there are a lot of features that people believe are important, but there are also many features we have that we choose not to use because they haven't been implemented in a way that is conducive to our goals. And that if these features were improved, users would have less to be concerned with. Adding new features just masks the problems with features we have already but choose not to use because they are poorly implemented.

    At least with a new runtime, a lot of stuff will be addressed. It should have been done sooner in my opinion. It's still to be seen how much exactly it will solve, considering the pattern that has been shown where there is hesitation in changing what is "by design".

  • .. I also had another thought occur to me..

    If you want to focus on retention, then you shouldn't be so gun-ho about being up to date with latest technology and trends.

    Following latest tech trends focuses more on attracting NEW users- it doesn't help with retention with the OLD userbase.

    If I wanted to use the latest tech, trends, etc, I'd be more inclined to create 3d VR games.

    Maybe that is stretching things too much, but I'm just trying to emphasize the contrast/sides here. There is a lot that can be done to improve retention without having to reinvent everything. Reinventing stuff doesn't make those problems disappear, it just resets the clock and gives people something else to think about for the moment.

    It's because it's not constructive. The people begin repeating themselves, and don't raise any new arguments. Everyone isn't going to be satisfied with every decision made.

  • Retention means keeping existing customers. That's all. The subscription model actually provides a strong incentive to keep C3 regularly updated and well maintained over time in order to keep existing customers.

    You kept C2 updated and maintained over time as well, so how will it be any different with C3? I don't really see how that helps with "retention."

    You want to know why I stick around and use C2? It is because I became comfortable with the product and it allows me to create games that I want to create. Because I can comfortably use the product, I've spent a long time developing on a project and so it makes more sense to continue using the product to finish the game.

    Updates are great, but most of the updates haven't helped my project. Probably 90% of the updates were for things I never use. And there are still many things that I wish were improved.. Yet I'm still using C2 because I can get by with it- because I am comfortable using it in comparison to other options. I am willing to sacrifice some things I wish I had, and be content with certain limits, because overall I can make something I am satisfied with.

    So I don't think updates and maintenance are the primary reasons for retention- because those updates may not address what users want. If they do, then that's great. Having the feature suggestions for the new runtime is a great start. I'm really interested in seeing where that leads.

    Edit:

    also, as one example of what I choose to sacrifice- I am purposely choosing not to use any effects in my current game due to webgl compatibility issues I've experienced in the past. And because I know I can make a decent game without them.

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Prominent

Member since 28 Apr, 2012

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