Halfgeek's Recent Forum Activity

  • I used to rely on fraps to capture the screen directly off a Chrome preview, for simpler games that seems to be fine, particular ones that do not use much WebGL shaders.

    But with a more complex game, the frame rate tanks very hard, the capture is very choppy. I know some of you guys have mentioned this to be an issue, but was it resolved by using a better screen capture software (that you've tried)?

  • Hypothetically with infinite time and resources can someone make an EXACT replica of games such as "The binding of Isaac Rebirth" or "Super Mario World" using Construct 2?

    - I am less interested in simple app games for mobile and more interested in retro style games like from the super Nintendo era. Construct 2 seems to have more people making games for android and ios as simple game apps.

    It's already been done. Look up "Our Darker Purpose" on Steam: http://store.steampowered.com/app/262790/

    C2 is actually better for users who make any sort of game (including massive ones) for PC/MAC because its just better supported and fast without major issues. It's more messy for Android & iOS, limiting games to smaller bite sized types.

    There's very few "big & complex" mobile games made with C2.

    I hope to change that.

  • I'm still very very satisfied by how well a C2 game can run, even on old hardware.

    My game runs very smoothly even on crappy laptops now, I'm impressed.

    You definitely can push hard on C2, and have tons of ressources with no problem. It does a superb job at managing/optimizing the memory for you.

    As jobel mentioned it, I had some problems with people wanting to stream some Penelope footage.

    Half of these problems were only because of me (you would want to have a look at "delta time" management way more closely than I did) as I didn't test enough my game in extreme conditions (under 15fps or at more than 100fps on top end monitors).

    The other half is how the frameskip is handled in C2. 40fps doesn't look like 40fps but sometimes feel more like 20, and when people stream the game in bad conditions (play+local record+ online stream on poor setup) it shoes. For normal use, aka only play the game at 60fps on many many machines, you can be sure it will compare very well with games made using Unity or GM. Again, even 2 years later, I'm still happily surprised by the C2 perfs.

    Honestly, if you're not interested in consoles (<be really sure of this, all consoles), I don't see why you shouldn't pick C2 for your game. No engine is perfect, and this one is very good, very fast, very cheap and have a GUI designed by a brilliant mind. Wish you the best with your game!

    Coming from Aurel, this is all you guys need regarding C2 and "Big Games" for PCs.

    In my limited experience, it works just fine baring some fixable issues (Node Webkit relying on Chromium which Google messed up for a few versions). But these are fixable issues, yes, it requires a bit of troubleshooting.

    ps. C2 for PC/MAC has excellent memory handling of large amounts of sprite & art assets.

  • For desktops, the major issue with C2 is that gameplay is very erratic when its below 60 fps as that is what the engine is designed to operate at. As long as you know the limits and optimize your game properly, it won't be a problem.

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    We wouldn't need it to be cross-platform (which only works if you host your own server to keep track of account data), but it would be great to use iOS or Google Cloud to save webstorage.

  • > 10.5 works fine, so the question is, why update?

    >

    I recall seeing some people complaining about some bugs with the 10.5 build (I think it was related to form controls but I am not sure), for them, updating was sort of necessary, also, 64 bit support (but losing XP support I think).

    But I agree with you completely that if it does not bring anything worth it, staying at the same version is fine for now.

    You don't actually need 64 bit unless your game needs more than 4GB ram access. Performance is pretty good on 10.5.

  • 10.5 works fine, so the question is, why update?

  • I normally follow that approach also, to keep it simple, but in this case, I need something very dynamic.

    Yes, its a gradient fade, can be left to right or right to left etc, but with variables that we can change dynamically via events/actions. Would be great if it had similar options as the default C2 Fade, such as start, wait, fade time and "destroy on fadeout" options.

    Yes it's aimed at PC/MAC. It definitely allows a lot more creative freedom than making a mobile game, particular for Android.

  • Great stuff here, I love the twist effect, going to put it to good use to make some awesome weapons effects and trails for Star Nomad 2.

    I've got a small request, is it possible to make an effect that modifies opacity of a sprite based on its length? Like a fading Laser that's bright at the source of origin and it fades as its further away from the source. I can do it via photoshop but I'd like it to be dynamic in-game that one can change the variable to make various intensities.

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  • CocoonJS Webview+ (iOS8+ WKWebView)

  • Yeah, the ratings are kind of crazy. I guess a negative review will pop eventually, but for now, that 100% is fantastic : )

    That said, just in case it could be useful to other devs, the "early access" tag REALLY hurts the sales. Even with the full solo mode already here.

    They're pretty low for now. I hope the full release will score a bit better without this early access tag. It would be nice to be able to make another Steam game after Penelope!

    Very few gamers now give Early Access a try, too many devs have crap on people's good will, so gamers have learnt to avoid EA.

    When you release, it'll do very well, I am sure of it!

  • Very few games get such high positive ratings (100%!!), so you're onto a winner when its released!

    Beautiful creativity and talent to back it up.

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Halfgeek

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