tomsstudio's Recent Forum Activity

    Very Interesting.

    did you recode the Construct2 function into a native engine ? (using capx xml setting to setup your how engine)

    or real use wrapper html5 ?

    Did you plan or actually use Draw Call Batching ? (it's the real limitation to a true power use of construct 2 on mobile device)

    Sorry i don't understand the first question.

    Onto batching i cant say at this point.

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    You are right, its not an easy task.

    I originally thought of translating the .js from the compile time, but that would be too difficult.

    Instead i started looking at the .xml files and found that they were quite easy to understand in terms of logic progression.

    Everything the the program needs to know is in the game.caproj, the layouts.xml and eventsheets.xml.

    The program goes through each file looking for particular crucial pointers and writes the necessary code into the framework.

    What you have to understand is that i'm not directly taking .capx files and magic them into native code. I'm taking the .capx files and converting them into the code of the framework, which then converts the code into native.

    No, WebRTC, WebGL and WebAudio will not be supported as they are.

    However, the .socket software i'm using supports Windows Desktop, Mac, Linux, IOS and Android. Its just a case of trying to get it working as close as possible to C2 WebRTC when it ships.

    OpenGL is used instead of WebGL.

    Also separate audio engine is being used.

    DOM might work, xml not sure, json yes, keystorage yes.

    Android uses Java SE sdk.

    IOS uses xcode and ios sdk.

    Yes I have a question. Your convert is a parse string based conversion. Are you using custom file based comparators?

    How are you managing this?

    Well funnily enough the erm....reader? Is built in construct 2 using nodewebkit, ajax, and xml plugin to read all the data.

    Basically whats supposed to happen is the reader grabs information from the (game).caproj, finds out what behaviors are being used, game name, how many layouts and event sheets etc etc, goes on then to read the layout.xml files and eventsheet.xml files and gets object ids and positions etc. The reader then grabs any image files and sound files, uploads them to the 'cloud' server.

    The server using a open source framework called monkey compiles to native code, then sends the compiled code back to you.

    Now, the server part is still on the works.

    But locally i've gotten

    *Platform movement working

    *Physics using Box2D(open source) is kinda working

    *limited gamepad support(PC only so far)

    *very basic socket function

    *touch inputs are working

    I cant think of much else sorry its 3:30 am here.

    Any other question ill answer in the morning

  • Ashley

    I may not as smart as the team at scirra, but i'm not severely underestimating anything. I know how complex its going to be, i may fail, i may not.

    I originally joined this thread to defend C2 by saying that i'm working on a native compiler, not that i have one already. Yes its going to take a while, it even be completely pointless if your right about intel and crosswalk.

    But i'm dedicating my own time in creating something that can only benefit construct 2. It doesn't require any time or resources on scirras part. If i do succeed in making a workable version, i don't see that hinders scirra in anyway. People will still have the option to compile to whatever target they choose, whether that is Crosswalk, XDK, Cacoonjs, etc.

    I'm not trying to re-invent the wheel, i'm bringing existing technologies together to make something new.

    I love Construct and only want to see it succeed,

    but i thought with so much support in the plugin section that scirra would be happy for someone to have a go.

    I will continue with my work, and if people want to use it, then they can, if they dont, doesn't hurt anyone.

  • Ashley

    Just to be clear, you don't mind me making a native compiler?

    I promise i wont drag you down!

  • Ashley

    wow what a great post!

    However i'm still going to work on native, you guys wont have to change anything in Construct 2 for the compiler to work.

    Basically the program grabs all the necessary data it needs from the .xml files and converts to native. You are however right in saying that's going to be hard to make sure what you see in Construct 2 will appear the same in Native.

    Some features in native, like physics and platform behaviors, will need the math to be adjusted to match C2 levels.

    Other things will be a little harder, but i'm confident most features can be brought across.

  • ,

    That would be awesome

    Aphrodite

    That's pretty much how it works

    **This is a blog for the native compiler i have been working on**

    **Update 12th March**

    Added Targets: Windows, Mac, Linux via GLFW

    Added Possible Targets: XNA (xbox360), PSM (PS:Vita) **I say possible because i don't have the hardware to test, but the engine supports both targets**

    Looks like Webgl effects is going to take a while, so going put those on back burner.

    Everything else is coming along nicely.

    Got a very basic version of cloud compiler working, still mostly concentrating on features.

    For myself i'm having a lot of fun making this.

    However, winter is coming (game of thrones), must not get too distracted

    *************************

    **Update 10th March**

    * Animations now supported

    * Tile maps imported successfully

    * Managed to get custom collision polygon detection working

    * Multiple Canvas Working

    ********************

    Alrighty,

    So i have been working on a native compiler for Android and IOS.

    Currently in Early Alpha, but all signs are looking good. I started building this for my own purposes because i wanted a solution for Mobiles.

    I'm not too sure this will be needed if Crosswalk or XDK kicks off, but i intend to keep developing it anyway

    Right now i'm focusing on mimicking the C2 behaviors, then ill start working on getting audio working.

    Do not confuse this with a wrapper, (insert name here)?? converts Construct 2 projects into native code for mobiles

    If you have any questions, feel free to ask

    Hopefully i can provide weekly, maybe daily updates on my progress

    I expect i can produce a working alpha demo within a couple of months (fingers crossed!)

  • I know it's annoying.

    But if you add a system.on.layout.start > play.sound.squish it fixes the issue.

    Hope this helps

  • Right now i'm trying to mimic c2 behaviors so they work as closely as possible when previewing in HTML5.

    But since i'm working on compiling to MOBILE, performance is a must.

    Saying that my priority after behaviors is audio, since that's the most frustrating feature i read on the forums.

    I'm not going to give up on this, having a a'lot of fun coding and working out problems

    And this compiler is purely for C2, so i don't have to worry about supporting other developers like other companies...

  • I was going to announce this in a few months...

    But i love c2 so much that i thought i would give a heads up to people.

    Currently been working on 2 native compilers for android and ios for the past month.

    Of course they are in very /very early alpha, but so far so good.

    Android a bit easier than ios.

    I was originally going to make a construct 2 clone that compiles to native, but in the end i thought it would be far better to just write a direct compiler (and not step on Scirra's shoes)

    Again i wasn't going to let anyone know for a while until i had something /stable.

    But this is really for the people who are thinking of jumping ship

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tomsstudio

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