farflamex's Recent Forum Activity

  • I'm returning to Construct, it's just too nice to work with compared to other languages. Even after being away for a year or two, I can put together a mini-game in 5 minutes (using graphics from previous projects of course).

    Anyhoo, I'm having a minor prob in C3. Firstly, I see the jerking that's always cursed me on Construct. The sprites just aren't silky-smooth as they should be, considering there's just 1 sprite moving slowly down the screen with bullet behaviour. I'm sure this happened before in C2 and I think it's happened in other languages. It's not my PC, it's fine and smoooth in games, I have a 1080ti. It should definitely handle 1 sprite :)

    And to the main topic, how do I change the browser I'm using for preview? By default I'm using the Brave browser but I know Construct prefers Chrome (or used to at least). I have Chrome on the PC but I don't know how to make C3 kick off in Chrome. Maybe that will fix the jerkiness.

  • It was ok, but you're right, it's not the best. There were other issues that were frustrating too, such as trying to format/line-up text, although that's also true in Unity (which works in pretty much the same way).

    Certainly for 'games', I'd go with C3 (except for the cost, I only program as a hobby), as you can put stuff together so quickly. But for a large project, I feel that Unity is currently better overall, for this kind of thing. There really isn't any game-maker that's good for text-heavy games that I've found. They're all aimed towards sprites/sounds/graphics/physics etc, which makes sense since that sums up 99% of games anyway.

  • I've tried a basic setup in C3, GM2 and Unity. GM2 allows you to directly 'draw' to the canvas, which made this really easy and meant you didn't need hundreds of text objects. The downside was fiddling around trying to make various text objects clickable or highlightable. Since they're not objects, they needed some manual work to make them respond. It was fast and fairly easy though, but I'm not sure how it'll handle a larger project.

    C3 doesn't seem well suited to this. Each text needs to be an object, which has it's advantages and disadvantages but it is indeed quite clunky and doesn't seem very performant with that number of objects flying around.

    Unity requires hundreds of text objects too but is far faster. It is however way more fiddly to use. I'm trying to learn it as I go along. I do also prefer C# to the C3 and GM2 languages. And of course, Unity is free!

    In short, I've tried it in those 3 languages and they all have their pro's and con's. Right now I'm grinding in out in Unity, but it's slow going. My work-rate in Unity is less than a tenth of what is it in C3 or GM2. Maybe I'll get faster as I learn it more.

  • Thanks, I'll look into this.

  • Is there any kind of canvas / screen plug-in for Construct 2 which will allow me to just 'draw' text onto the screen, rather than create a text object and place that object on the screen? The reason I ask is that I'm trying to write a very text-heavy game, with hundreds, if not thousands of text items (not single large paragraphs but loads of little words/numbers/ratings). Doing this the traditional way, with hundreds of text objects causes performance issues, presumably because every text object is acting as an object, along with all the performance overheads. I'd like something where I can just clear and draw, like the screens of old.

  • I'm very comfortable with C2 (and therefore C3 I guess), having made one large game and several smaller ones in C2. I really like the language, so it would be my first choice. I've messed around with Unity and others and I'm not comfortable with them (I spend more time watching tutorials and almost zero time programming).

    I wish to create a Soccer Management game, a version of which I already run as an online game. Think Championship Manager, but less complex.

    I vaguely gave up on doing this in C2 because it's very text heavy and C2 seemed to become bogged down with a screen full of text objects. I just had a play with C3 though and it seemed a lot smoother.

    So think several screens with LOTS of text (maybe 100 to 200 text objects, for example, a screen showing a list of players and stats) and also lots and lots of stored objects (e.g the football players themselves).

    Is C3 superior to C2 in these areas? Will C3 also become bogged down by thousands of objects, or hundreds of text objects on screen at once?

    Or should I be continuing to learn Unity or something else?

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  • Thanks, I'll get cracking with my new idea then

  • I suppose it's been asked before, but I'm thinking of writing a game, after a few years away. I'm inevitably drawn to C2 because it was always my preferred environment, but this would just be a hobby and I'm not willing to pay the C3 license for a hobby. Added to that, I'm not 100% sure if Construct is suitable for my new idea (it probably is).

    So I'm thinking, could I just start writing my game in C2 for a few weeks and then if I decide that I'm going to complete it and C2/C3 are the correct platform, then buy C3 and just move it over? Or would I be missing out by using C2 at this stage? Or would it be difficult to move over once the game it half complete?

  • EDIT : Sorry, already realised myself that I can do object UID = family.UID to get the object. Not sure if that's going to be a performance issue when looping through all of the family but I doubt it.

  • I've just noticed that I can't add a container to my family, so I need to add the container to the object itself. When cycling through the family of objects, I therefore need to have a pointer to the object so that I can get the other object in the container. Any solutions?

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  • Oh right, I was trying to do it through the web-site, maybe that's the problem. I'll install it.

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farflamex

Member since 7 Oct, 2012

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