Elliott's Recent Forum Activity

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  • Gorgeous animations - do I detect the movements of a certain David Mechner?

    Will pay attention with interest

  • Thing is, you'll hear about GM:S HTML5 games being licensed left and right. There's even...that one guy...who claims to make tens of thousands a month licensing HTML5 games made in GM:S...though personally I think it's all bullsh*t to help push his book filled with common sense marketing stuff. Anyway, what makes that so different?

    I reasonably certain that I've worked with a few of the publishers TrueVallaha has - the claims aren't that outlandish, my revenue on licensing alone is comparable.

    Does C2 limit publishers?

    Yes, absolutely.

    Straight out the door you've lost access to what I like to call flip-publishers, these guys take your game, whack their "propriety software" on it (usually cramming as many interstitials as possible) and throw it on their portal. These guys have no time for C2, they're after the fast buck. They buy in bulk and it shows in their pricing - you're not getting more than a few hundred dollars for this.

    The bigger players actually care about your games, and many of them are well aware of C2. Even a cursory look of popular portals and source-flipping sites will show you that ".capx" is quickly entering common HTML5 parlance.

    Does C2 limit you?

    Not so much, but always establish up front, before any work is done, that the source will be .capx - after that, you'll have a great time.

    ...Until next year when the source flippers and reskinners have well and truly ran the market into the ground - time to start to learning casual-style vector art folks, that's where the money's going to be....

  • Never mind then, I might be the only one... it seems that C2 can handle pretty much anything, its the most powerful game engine out there

    No one's saying that, we've all hit walls with C2 (seriously if anyone can tell me how to generate a seamless trail I will die happy) - but the more you learn to work with it, the more you'll learn that these obstacles can be overcome.

    As with literally every tool.

  • We've now hit the inevitable "Why don't Scirra make their own wrapper?" point of the eternal "C2 doesn't work very well discussion", with a side portion of "C2 depends too much on 3rd parties".

    None of these points are bad or wrong. In an ideal world C2 would have a game focused, light weight, cutting edge HTML5 wrapper tailored for each platform. But Scirra's a small team making two products.

    They've recently expanded, and personally I hope some of the new resources go to finally ending these deployment debates - I'd love a C2 fork of nw.js, but I'll settle for a stable product.

  • The personal licence is for you as a person, as long as you remove it from your old PC you can use it on a new one.

  • If you're getting better performance out of Stencyl, you're doing something wrong with C2.

    Share your work, everyone has blind spots.

  • > BlueSkies

    > Yeah it's the same way to access pixels.

    >

    > Logomachine

    > Physics would work in concept, but in practice it would be much too slow. A manual per-pixel motion as you describe would be a bit faster, but you'd need to implement most of it in js to get a useable speed.

    >

    You're right, it's CPU expensive, I tryed and i fall to 20FPS with ~500 sprite sized to 8x8 pixels on ground and wall.

    Do you think get the position of the overlapping blood sprite, write his color to the ground/wall sprite, then destroy his instance would be effective?

    Or does in engine like construct 2, run a plugin is the only way to get this result without killing the framerate?

    This is one of those times where C2 is actually too complicated to solve the problem, there's too much code bloat in using a game engine to do something so low level.

  • I don't have the time or intelligence to accurately convey how hard this would be to create.

    Suffice to say this is probably the most requested feature by new members, and it won't be happening.

  • My knowledge of rendering is near non-existent, but why is FTB consistently slower? Surely in most cases the added benefit of graphic occlusion should be saving draw calls and improving performance?

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  • Make an inverted overlapping sub event for your collision.

  • Check for distance from origin (assuming the area is circular)

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Elliott

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Member since 27 May, 2012

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