tgeorgemihai's Recent Forum Activity

  • Sumyjkl

    Great work... but kind of useless

    Look at [Suggestion] Simple 3D objects (especially this post) and [Plugin] Q3D Plugin .

  • I have really silly question:

    why Unity can export to almost any platform, with all neccessary features (i.e. monetization, memory management) and Construct 2 can't?

    Long story short -> Unity is superior to Construct 2

    But in order to use Unity you need more resources (programming skills, more time spend coding and/or more money ... etc). Also, we are talking about a difference in price.

    I'm pretty sure that C2 also have memory management, nothing compared to the one from Unity, but it gets the job done.

    Unlike C2 that comes with IAP and social networks plugins included, monetization and social network in Unity is implemented by the user by coding or by buying a plugin.

    Also even if you export the games directly to other platforms, you need to code out the compatibility (unlike HTML5, native applications/games have a different structure on each platform)

    Question for the unity guys since I have no experience with anything else except C2. I only wanted to make multiplayer games. Turn based at first because I I'm web developer and could write AJAX in my sleep (when i bought C2 it only has AJAX but i was sold on that alone). But the multiplayer plugin is god send and actually works well enough for Real-time platformer on mobile. Can unity or any other native app support anything close to the multiplayer plugin offered by C2? To my knowledge i haven't seen a single mobile game that has real multiplayer functionality. They all use push sends and stuff like that.

    Multiplayer in not easy ... just read Multiplayer tutorial 1: concepts. You will need to implement all of that by coding into Unity, or you could buy a plugin and adapt it to your needs, but either way is no easy task.

    Some cool free open source engine are available

    Turbulenz

    -2d,3d, IAP for Android n IOS

    -Export natively to IOS+Android due to popular demands and should be faster than CocoonJS

    -Multiplayer

    -Social Networks

    -Cons-

    No Admob or Ads yet.

    http://biz.turbulenz.com/developers

    Looks good, but unlike C2, the programming in Turbulenz is made by coding

  • Fimbul

    I agree with you on some points, but Nintendo will not go down so easily. They have the biggest collection of game franchises, they can still resell older games on newer consoles (buy the same game a few times), they still sells portable consoles (DS and 3DS) when the market is full of smartphones and so on.

    My concern as a Indie developer is the development kit witch is kind of expensive (a lot compared to the normal Wii U). I understand that if you develop bigger games you would need a special dev kit (more RAM for debugging, etc), but for HTML5 games I am sure that a normal Wii U with a tweaked/unlocked firmware would be more than enough. But if you make a decently selling game, you should cover the dev kit costs and also gain some profit.

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  • Thank you very much Basically you copy each sprite separately into the Paster object.

    The same method (events) I was using in Canvas, but instead of pasting each sprite separately, I used the event "Paste Layer into canvas" (currently available only in Canvas).

    I will notice you when I'll complete my game (or at least the first version)

    I know that you probably use placeholder sprites, but in the future, as a suggestion would be to upgrade a little the graphics

  • R0J0hound

    [quote:3jp6feyg]New R4: [Fix] Now works with WebGL. (thanks to Yann)

    Does this mean that Canvas have the same fps as Paster in WebGL (last time I tried Canvas I've had lower fps than Paster in WebGL)

  • I also work at a small game that uses SplitScreen and at the moment I am using ROJOhound's Canvas Plugin. But from what I understand, Paster should be faster with WebGL (even trough the Canvas have more options then Paster)... How did you manage to copy/paste parts of Layout using Paster (since it doesn't have the option to "Paste Layer") ?

  • Interesting idea.

    The SplitScreen is made with the Canvas Plugin ?

    Keep up the good work

  • You are not looking where you should ...

    This is where you should watch:

    Completed Creations

    Works in Progress/Feedback Requests

    You can even make 3D games with Q3D Plugin

    Have fun

  • R0J0hound

    Great plugin, but I have a question regarding split screen: Can I use Paster like in the example from here that is using Canvas ?

    Last time I tried Canvas it had a lower FPS when I was using WebGL ... Between Paster and Canvas witch one should I use it for splitscreen multiplayer ?

  • QuaziGNRLnose

    Great work

    I can't wait to see 3D games made with Construct 2. When your plugin is a little more polished It would be great to add 3D elements in 2D games (I know that you can also make fully 3D games).

    Here is an older suggestion made by me, maybe it will give you some ideas :

    [Suggestion] Simple 3D objects

  • Actually, the real-time shadow casting is pretty awesome too, just look at this topic: The new Lighting & Shadowing System

  • Same here ... To be honest I'm more happy for the tilemap fix than the real-time shadow casting, but that is also a great addition.

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tgeorgemihai

Member since 3 Aug, 2013

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