tgeorgemihai's Recent Forum Activity

  • cesarzevil

    Archive it with password, upload it to Dropbox, OneDrive or GoogleDrive and send the link and password in PM.

  • pennaneac

    Same post, same reply as here .

    By entering binary... Using letters and words for programming is a sign of weakness!

    You tell them Bender ... You will make your own game, with Blackjack and ****ers

  • [quote:14pjf0qp]Hi, i do vidéo games for living about 20 years now.

    A *REAL GAME NEED :

    A) Direct X export (engine)

    B) Repertory in layer tab (i have at this moment 205 layers its ridiculous !)

    C) Choose or NOT CHOOSE if you want JS as main engine (small game) OR D.X. (Big game)

    D) TAG in dev (i mean, when you have a screen of 500000 long you need TAG for jump at the keypoint of your gameplay)

    E) Stability when you press EXECUTE, at this moment JS is simply not stable and HTML5 is the most horrible engine for stability !

    Direct X = Doing games with high compatibility in PC / MAC / LINUX / ""XBOX LIVE / PS LIVE""

    WITHOUT = Apple store, web store at best !

    A. Kind of hard to believe you are making games for 20 years when you clearly don't know what DirectX is, but you want it ... DirectX running on MAC / LINUX / PS LIVE

    B. What kind of game did you make that you need 205 layers ? Or do you mean layouts (levels/rooms) ?

    C. After a simple search on Google, read the forums or if you tried the Free version you could clearly see that Construct 2 is only a HTML5 Game Engine, no native exporting.

    D. Can't argue with this one, it would be really useful (if is not implemented already).

    E. Yes, since HTML5 is not completed* there are some compatibility issues. Still, you won't find 100% bug free software.

    I actually enjoy Super Mario ... Is that not a "REAL GAME" ?

    I can't take it seriously that you are making games for 20 years when you chose Construct 2 to make your "BIG REAL GAME"... Is like choosing Adobe Flash to make Crysis or Assasin's Creed

    Also, spoiler: "Construct Classic" has been discontinued ... It says here with bold text and a yellow box that you can't miss

    [quote:14pjf0qp]After only 10 days on C2 we see the limits.

    WE (ALL) don't have time to waste with weak software engine.

    It took you 10 days to see that C2 can't make AAA games as Unity, CryEngine or UnrealEngine

    [quote:14pjf0qp]And simply destroy our CC files, beacause it is no use anymore !

    THIS IS STUPID AND NOT GOOD FOR SCIRRA, AT END, REAL COMPANY KNOW: SCIRRA WAS NOT PROFESSIONAL EDITOR AND DO TOY !

    Even if you can't export CC to C2, you still have all your assets and can manually do the transfer.

    You should try GameMaker: Studio if you want professional look ... 800$ of software full of bugs and low customer support, but it looks professional

    Also, keep in mind that you are paying only 100 Euro for a software that exports games playable on many platforms and does not require coding skills to create them.

  • henriquesv StrangeyD

    I've covered some tests here .

  • 1. Read the manual. The Touch object is the one you need.

    2. There are several compatibility issues, depending on the browser used ... I covered some test here.

    • It’s slower than native code by about 70%
    • It’s slower than x86 C/C++ by about 50%
    • Every competent mobile developer would waste a great time thinking about the memory performance of the target device.
    • Javascript is too slow for mobile app use in 2013. If we get new devices were built in 2014, it may be better but Javascript looks "faster as native" in 2020.
    • Of course native code will be always faster than other codes, but do you have the time and resources to develop and optimize you app for different operating systems ? Also there will always be some compatibility issues (since is not a standard like HTML5 wants to be).
    • With devices these days having over 1GB RAM , I don't think it will be a big problem.
    • Even LowEnd smartphones (DualCore Cortex-A9, 512MB RAM) can run most of the HTML5 games constant at over 45 FPS. The user doesn't care how the game was made if it works good.

    The only real issue that I see is that HTML5 eat more battery (and resources) then native code.

  • OUYA support

    They had an OUYA at the booth running a cocoonJS game, but they said they haven't yet implemented microtransactions.

    Source: https://www.scirra.com/forum/ludei-s-answers-to-your-questions_t100205

  • Hello rexrainbow

    I have the following problem:

    https://www.scirra.com/forum/how-do-i-store-a-list-of-objects-for-quot-connect-the-dots-quot_t99625

    After searching a little, I've found your CSV Plugin. Could you please give me some advice how should I implement/use it in my game ?

    Thank you

  • Its not really a good solution since there are too many variables introduced by the different platforms.

    A pixel can be one of a few million colors, whereas a letter is always a letter.

    I'm not talking about image's code, I know that it can be altered very easy by any platform. I am talking about image's properties (title, subject, tags, comments ... etc), like you said: "a letter is always a letter"

  • Try Construct 3

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    A small advice for you: What happens in Nintendo remains in Nintendo

    You don't really have what to do except to try and make a similar effect/alternative that would work in directCanvas ... And for the speed, that platform should support a lot of sprites onscreen at once. If your game still is slow, try different workarounds...

    And yes, this bites since I use Mode 7 Effect in my game ... Maybe I could make something similar using R0J0hound's Paster/Canvas Plugin or Spriter ...

  • After playing a lot of mobile games I noticed something annoying: There is no easy way to save your progress or load it when you need it (when you change/rest your phone ... etc) .

    One possible solution would be a Cloud based Save Game System (I think is self-explanatory). I will present another solution that can be Cloud based, but also Local (in user's device, not dependent on internet connection).

    The problem is that the user don't know (don't have access) to game's save file, and iOS and WindowsPhone doesn't even have a File Manager. So what type of files can all devices store and show to the user ? Images and sounds/music are the most common.

    This idea is based on the PSP's Save System (really nice and easy) and Pode's FileReader Plugin

    As some of you may know, images and music files can contain additional information (Title, Author, Comments ... etc). We can use that to store SaveGame information (simple text like "l2p5" in the "Comments" section of the image could mean "level 2 and 5 player lives", but could also contain codified text to be harder to modify).

    Advantages:

    • The user will be able to manage his SaveGame information as he pleases
    • The user can see directly what the progress of the SaveGame is (the image should show information about it's saved content)
    • Is a MultiPlatform solution (the user can see the image/SaveGame's information on any device/OS)
    • Can be used as a Cloud Save (save and load it online ... since is an image )
    • Can be shared *

    Disadvantages:

    • Can't/Shouldn't be used for games that require IAP (for obvious reasons) *
    • The image/save will be present in Gallery (some users could dislike this)

    * Unless the save is coded to work only on the device that was made (the SaveGame information contains device's IMEI or stuff like that).

    I will try to implement this solution into my future games. Also I would like to hear opinions or suggestions about this idea

  • Don't want to sound pessimist, but I don't see it happening soon (or at all). Even if it would be possible, we are talking about a commercial engine, so the APIs are copyrighted and stuff. If is just about 3D, there are a lot of other free/open source 3D WebGL workflows/engines that can be implemented.

tgeorgemihai's avatar

tgeorgemihai

Member since 3 Aug, 2013

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