tgeorgemihai's Recent Forum Activity

  • Holy Macaroni They've added the Android Exporter and Developer Upgrade at the 15$ tier. You simply can't go wrong with this bundle now.

  • Hello, how can I create a curved line/rail ? I want to make something like the following:

    or this (the 3rd image):

    Is there any better way than to create small sprites and place them ? Perhaps Tilemap would be a good idea ?

  • C2's Multiplayer uses WebRTC. From what I know Cocoon.io Canvas+ does not support it. Webview+ might work if device's browser supports WebRTC.

    Another way is to use a backend service like Photon:

  • Ruskul Yes, I would like to replicate simple NES platform movement (Mario, Kirby, Megaman ... etc). A tutorial to show the basics would be great <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Eventually I would like to go for something more advanced like Dust: An Elysian Tail, Megaman ZX, Touhou Tempest of Heaven and Earth or Rayman Origins (these probably use raycast).

    https://www.scirra.com/tutorials/902/li ... raycasting

    plugin-jcw-trace-raycast_t172320

  • Ruskul Can you give me some pointers regardless my previous post ?

  • While the Platform behaviour offers decent functionality, it lacks a lot of more complex stuff (like selective solid collision) and is hard to walk around it.

    For some time I wanted to build my own platform functionality using events, but didn't know where to start. I am interested in a mario/megaman/kirby type, simple platform with slopes. I would like to avoid Physics since are using more CPU. Which method should i choose ?

    Also, I've found the following tutorials to inspire from:

    http://www.gamasutra.com/blogs/YoannPig ... hp?print=1

    http://www.gamedev.net/page/resources/_ ... mers-r2936

    http://www.hobbygamedev.com/adv/2d-plat ... -detection

  • Here is a nice 2.5D effect:

  • Nice work. I've suggested something like this in the past: [Suggestion] Simple 3D objects

    R0J0hound even made a demo using events, so is not impossible, but it needs some work to be coded as an actual plugin.

  • I've found another wrapper for Mac named MacGap (and MacGap2). The interesting fact is that is working using WebView, meaning the builds add only a few MB to the HTML5 app instead the current NW.js that include the Chromium engine (add +100MB to each app).

    Is there any similar wrapper for Windows/Linux that can use WebView, or can NW.js use WebView from another installed browser already installed ?

    Agree with Ashley there. Too many people complaining about mobile performance when they clearly don't know the limitations of mobile development. Just because you can make something in C2 and can export for mobile doesn't mean that it will play well on mobile. I've learnt the hard way. Investigated what's going on under the hood, what features to use and what not to use.

    X - Don't use webGl effects - They are neat but usually heavy & not useful for mobile.

    X - Don't use Force own texture on layers.

    X - Don't use constantly updating Text object if you can do the same with Spritefont.

    X - Don't use particles, unless it's very simple and low amount of particles.

    X - Don't expect heavy amount of physics to run well.

    X - Don't update things every tick unless you have to. Use 'Every X Seconds'

    X - Don't use big images with large areas of overlap.

    * - Always limit your Top level events. The less events the the engine has to go through each tick the better.

    * - Group event's and only activate groups when needed, close when not needed.

    * - Use smart and cheap ways of picking objects & Structure your conditions accordingly.

    * - Disable collisions for objects that don't need it. (Personally I think this should be disabled by default)

    * - Keep an eye on memory, cpu, fps, draw calls, ammount of sprites, etc

    * - Study and try different approaches of doing the same thing in a smarter/cheaper ways.

    If your game is not performing well, it's probably not because C2, it's probably because you don't know what the hell you're doing, and have no clue what the mobile limitations are.

    Or simply is HTML5's or wrapper's fault. Come on, today we can run 1080p/4k content and play HD games without any issue on our phones, but can't run a f*cking 2D game, we need to optimize the s*it out of it ?

    I've compiled to Android a few GM:S demos and examples that I've found on the internet. They were pretty complex (intended for desktop) and guess what ? They ran great on my Galaxy S4. And were compiled with the basic option, there is also an option that automatically optimizes stuff even better.

    Here a clear example of how the "export HTML5 only" affects in the long run: http://www.perfectly-nintendo.com/the-n ... e-to-wii-u

    So yeah, If he made that game in any other engine that had at least one native exporter (C++ or C#) he wouldn't had to remake the game.

    Anyway, I've made my choice. While CF 2.5 is a little faster to develop, I've had it with 3rd party exporters, so I will go for GM:S (all exporters included and better documentation). It's a shame, because I really liked developing with C2. Would be great as a visual scripting interface for Unity (like Playmaker, but only better).

  • Not sure about Steam version, but there are 33% off sales from time to time on Scirra Store.

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    spy84 Is no use, this was requested a lot of times before but Ashley is set only on HTML5. While I see the advantages of HTML5, in practice there are a lot of drawbacks.

    I also have GM:S Pro + Android exporter (12$ on Humble Bundle) and Clickteam Fusion 2.5 (27€ Steam Sale). And now that I will have some time on my hands I will try both and see witch one I keep (I can still refund CF 2.5 in 14 days).

    I've made around 1800$ profit with Construct 2 and I've learned a lot of useful stuff, but the "no native" is starting to become a problem. Adding 60 MB ~100 MB to a simple platform game is not good and the performance on mobiles is hit or miss. Also, we stay at the mercy of node.js or other wrappers.

    I will still use C2 for prototyping my games (is easier, faster and better than pencil and paper) and wait to see C3, but in the meantime I will try another engine.

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tgeorgemihai

Member since 3 Aug, 2013

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