blurymind's Recent Forum Activity

  • duplicating what?.. c2 is already on torrents.I bought my license to support the devs.

    If it's the project of a game on localhost- have you heard about passwods?

  • they could sell the number of participants a c3 server could host.

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  • It's an html5 engine, right? Make the editor in html5. Then take advantage of web tehcnologies that work well with it!

    A nice case example is Superpowers:

    https://sparklinlabs.com/

    https://sparklinlabs.com/releases/0.14.0

    It allows for a very nice collaborative online development, where one person runs the actual editor in localhost and others can join it and not only chat within the engine window, but also write code together and work on literally all aspects of the game in real time! All they need is a web browser.

    This is incredibly advantageous in game jams, it also lines up with construct3's goal to have the engine work on everybody's computer and in different languages and platforms. In theory you can even run the actual editor on a tablet!

    So yeah, localhost the editor. It's the next step I think <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • Ashley > I see. If it's too complicated and hacky then you're right.

    Thank you for developing C3 I hope it's alpha/beta comes out soon. There are certainly a lot of non-windows users who can't wait to get their hands on it

  • Ashley

    they say that httpapi has a long road before it works in wine so it wont happen any time soon. C3 will probably be ready before wine devs sort that out as it is also low on their priorities.

    Nw.js c2 compiled (export project) games run beautifully natively under linux. But they take time to compile and it is not possible to debug them.

    When I set my construct2 project's preview browser to NW.JS, and then play the layout, construct2 still creates a server and of course WINE fails because it needs httpapi to work. So NW.js preview (play/debug project) does not work in wine, because it depends on creating a server. There is currently no possible way to preview layout or debug game in construct2 without creating a localhost server.

    Is there a reason nw.js preview depends on localhost? Would it be possible to skip creating the localhost and just previewing the layout with nw.js? after the game is compiled and exported with nw.js, it does not need to create a localhost. So why is construct2 editor so dependent on it for nw.js preview?

    Certainly having the option to skip creating localhost will be useful, not only for linux and mac users running it wine.

  • Is it possible to do? Construct2 is dependent on creating the localhost server, even when it's target platform is nw.js!

    Unfortunately that is the one thing that WINE cannot do - so it's not possible to run layout in linux and mac. Otherwise the editor seems to be very stable and can even export the games. It just takes much more time to export the game and test it and we cannot debug it either.

    So this is a question to Ashley :

    Can we get the editor to run the layout without creating a localhost server? This would be a nice workaround for everyone who wants to use it under Linux before construct3 comes out natively. A tickbox in preferences to disable localhost would be awesome!

    I guess that because it is a html5 game and html5 wont allow some things to work if the files are not on an actual server, the only way to do this is to run it with nw.js. So running a game layout with nw.js should allow to do this.

    Btw here is the bug report I posted at wine's bug tracker:

    https://bugs.winehq.org/show_bug.cgi?id=38245

    The developers dont seem to be all that interested in fixing it. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    So if we can somehow get it to run layout and debug layout without the localhost server, it will make the editor much more useable under wine. Another thing that would be nice is the ability to tell nw.js which platforms to build for. Right now it builds for all platforms,, which takes a long time and creates a much bigger output. While testing the game, or 99% of the time, I would prefer to build it for only the platform I am working on. A nice tickbox to select which to build would be a nice addition to the editor!

  • sorry for the noob question, but whats the best practice when you use this shader for snow or rain? Can it be set to a layer? How do we get it to tile? Example scene would be very much welcome!

  • jojoe

    Well, ultimately when construct3 comes out we will probably be the first ones to buy it again, us and all the mac folk.

    But with no idea as to when construct3 is coming, our only option is to run it crappily via wine. But we are so close. Construct builds native linux64 with nw.js.

    I just wish I could set it to build only to linux64 until the game is complete. Then of course the other target platforms will come in handy.

    nw.js is so huge though.

  • Alternatively, has anyone found a way to run the game in debug mode without asking construct2 to create a local host server?

    Is it possible to get nw.js to run the game without the need to host it? This would allow us to quickly RUN LAYOUT, without the need to export the game for hours

  • do you plan on adding a specular effect to this shader?

    It would be a very sweet addition!

  • count me in too

    If there is an early adoption beta testing programme.

    I have a huge (over a 1000 lines of logic) construct2 project and am eager to test it out on a native linux editor and continue working on it there.

  • any news on construct3? This somehow turned into another benchmarking thread.

    Ashley is there any estimate on c3 news? What is the progress so far?

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blurymind

Member since 6 Dec, 2013

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