tgeorgemihai's Recent Forum Activity

    To be honest, I think that Clickteam Fusion 2.5 (27€) + HTML5/Android/iOS exporter (45-75€) is a better deal than Construct 2 (100€). Even trough is not easy as C2, is still easy enough.

    Of course it has it's fair share of bugs and issues and hidden costs (like the need of Developer Upgrade in order to use Ads), but at least you get native support with the possibility of upgrading to different platforms (no more "close to native speeds" and the "joy" of using wrappers). There is also a 3rd party exporter for consoles named chowdren.

    If you want to make small/medium games quick, C2 is the best choice, but for larger games I would go for Unity, GM:S or CF 2.5.

    Keep in mind that C2 was developed when HTML5 just appeared, so it's core is not up-to-date. For example arm.js is used only for physics and not for whole C2. Who knows, C3 might be a nice surprise with latest HTML5/Javascript technologies implemented (a huge boost compared to C2).

  • What resolution should I use as a base for my projects ? I intend to publish to mobiles and desktop. I know about aspect ratio and bigger resolution sprites (rendered at runtime), but some elements have fixed size (tilemap, tiled background, 9-patch).

    854x480 -- 409.920px; FWVGA; 44% of 720p;  20% of 1080p
    960x540 -- 518.400px; qHD, 56% of 720p; 25% of 1080p
    1280x720 -- 921.600px; HD; 44,4% of 1080p
    1920x1080 -- 2.073.600px; FHD; high-end[/code:8goyadmp]
    Will there be any noticeable benefit to use qHD instead of FWVGA, or the difference would be negligible ?
  • This is more of a marketing practice (all stores use it)

    You can still find a lot of free stuff on forum or on the internet.

  • You can export .exe games and upload then to steam using NW.js (node-webkit).

    You can also use Steam services in your games with Greenworks plugin.

    In both cases, expect to find some bugs/glitches

  • This looks very promising

    Ashley What do you think about this workaround ? Can you implement it in the official plugins ? Would it have negative effects (bugs/glitches) ?

  • Bookmarked

    Very useful until an official solution is implemented.

  • R0J0hound

    Hello, I need to implement a split screen in my game (2, 3 or 4 split-screens). Is there any way to copy the layout only in a section of one Paster object, or I need to use 2~4 separate Paster objects ?

    Also, my primary target are mobiles (browsers/WebGL). Which should I use for a better optimization (better performance) Paster or Canvas ?

  • however tgeorgemihai your are citing some pretty pricey alternatives to C2.. and calling Cocoon IO expensive. it's $120 a year for a very reasonable plan.. higher priority.. 10 simultaneous projects.. yes the logo thing is pricy but like i mentioned before.. if you wanted to debrand unity you're look at $4500 to do it for ios/android..

    You've got that wrong. I've enumerated alternatives compared to Cocoon.IO's logo removal of 500$. Like I've said: "I can understand the monthly fee (they have servers and people to pay)".

    And you tell me that I presented some pricey alternatives (< 800$) and after that you tell about Unity Pro (4500$)

    Just so you know, for 4500$ (9 games splash removal) you get a little more in Unity than just the logo removal.

    Just to be clear, this wasn't to bash C2, it does it's job great as a HTML5 game engine

  • While Cocoon.IO is a nice service, I'm sorry to say it, but I see very little reason to start using it now. Here is why I think this way:

    Usage:

    The only "real" use for iOS is on older devices like iPhone 3GS, iPad 1, iPod Touch 4 (the ones that didn't get over iOS 8) and the fact that you can build the .ipa file without a Mac.

    On Android it is useful on <5.0 (before WebView+ is updated separately). That is where the Canvas+ is great (performance and disk space). On Android 5, Canvas+ and WebView+ gives me about the same performance (and WebView+ supports DOM elements and other HTML stuff).

    No support for other platforms.

    Pricing:

    I can understand the monthly fee (they have servers and people to pay) but 500 f***ing $ to remove a logo

    Here is small comparison:

    You can get GM:S Master Collection for 800$ and export native on pretty much any platform with no monthly fee, anytime you want. During summer sales, you can get it for 500$ ... Heck, I've got the Pro version + Android export + sources from some games for 12$ (Humble Bundle)... But yes, it involves code and very old interface and room/level editor

    You can get CF 2.5 (Android and iOS export) for 350$ (or 650$ if you want to include ads/IAP). There was the December sale when you could get it at around 1/3 from the regular price... A decent alternative to C2 If you could get it discounted.

    If your game is not that big, you can literally pay someone to port it.

    So unless your games is pretty big and hard to port or you are already dependent on Cocoon services, I see no point especially since all the platforms start to have a better support for HTML5 without Cocoon.IO .

    Cocoon.IO really have to step up their game for indies, something like to include your game logo inside the Cocoon logo (something like a collage) or % of the ads revenue instead the monthly fee.

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  • Sorry to say it, but this is a stupid idea. It would be a waste of time and resources.

    Like other people said, you can get a cheap Windows tablet, use Team Viewer or have C2 on a stick and continue your work on any PC.

    Also I seriously doubt you can do anything productive on a <5" screen.

  • TGeorgeMihai, maybe I misunderstood but you seem to have the mistaken idea that nw.dll is included exports from Construct 2 intended for mobile.

    No, I was referring to desktop/NodeWebkit export.

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tgeorgemihai

Member since 3 Aug, 2013

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