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  • Thanks again for the replies.

    Great to hear that games are optimized and performing well.

    I agree with you Knifegrinder that the mobile web has some miles to go before you can implement proper html5 on there. Another issue here is that most mobile users don't update the browser on their device and most Android devices only ship with a new browser version together with a new Android version. So older versions are relatively long in a users hands if they have a mobile device for say 2 years.

    Epox good old days those were, but yes it was mainly based on triggers at certain locations or bound to timers. It's good to hear that C2 does this all seperately, just the way I prefer it.

    The more I hear the more excited I get to give C2 a try.

  • Thanks for the clear responses!

    Imagination and knowledge is always a limit regardless of what you use to build a game.

    I guess, from the replies, the only 'real' limitations are multiplayer and 3D.

    It sounds so nice not to have to program, or rather not to have to program every little thing just to get a movable sprite on the screen. Back in the day I used to make games with RPG maker, not sure if this is similair to work with but I'll defenitly give this a try.

    The only thing I wonder is, the code will be generated from the C2 editor so to speak. How optimized is this code?

    To give an example, say you'd build a site in dreamweaver with the WYSIWYG editor, not that you should, but just for example's sake, the html/css will be bloated and in a sense slows down the website.

    Is this the same with C2? or does it try and strip away as much as possible when 'compiling' a game?

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  • Simply put, what are the limits of Construct 2?

    I must say I haven't tried C2 yet, but it does seem interesting. However, before I start with it I am wondering what the limits are?

    As opposed to say making a html5 game what are things that just can't be done in C2? Are there things so custom that they can't be done in C2?

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Grubb

Member since 23 Aug, 2012

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