Aphrodite's Forum Posts

  • else doesn't do any picking, so if there are multiple buttons, the else can be unpredictible.

  • I have some suggestions I would like to share actually, perhaps to know what people think:

    -I stated before that I would like to be able to write behaviors in events, or more logically to add event sheets to objects themselves (I do not have to know how the runtime handle it behind the scenes), that would make manipulating AI and objects easier. Sure coding simple ennemies that go left and right, or even jump above pits are easy, but bosses are not something I want to do in events currently for exemple, and going through the SDK to make a behavior for it kind of break the point.

    -commenting in the event system is currently ... pointless sometimes, sure too much comments kills the comments, but one single comment above an event sucks purely and simply, only useful to explain how to call a function in my case, sure, there is a rex plugin for that, but why this basic thing is not already there is beyond me.

    -the current behaviors have to be fixed:

    the 8 direction behavior respond weirdly to solid objects, "it does not seems like a bug to me", I saw zero complaints about the issues the behavior has, people just stop using it completely it seems when I ask, I will try to report another 8 direction bug later today while I think about it.

    this bug exists, it may be fixed though, also the jump-thru plus a tilemap is unusable, not a big deal sure.

    the physics box2d asm.js is not (yet) a full box 2D behavior, it lacks some basics it seems.

    surely no bugs, but still odd ways for them to behave, I hope people get the point.

  • IIRC, this exact thing you are describing is one of the two major reasons for scirra to do a construct 3, the other being the SDK.

    I agree it would be nice.

  • Will agree on the fact events could be handled in a better way (just having a way to actually do a behavior like interaction in events would fit all my complains), as events are not really great to have the "black box" C2 logic (aka when you simply hide out how things work, to concentrate on what they do and use them).

    I never used he SDK (nor needed it really), so i cannot tell much about it, but third party plugins are really messy to use and install sometimes.

    the "can't code because you just do not want to try to overcome yourself" is only matters of opinion, sure, I could code in lines of code, it is not hard (even though syntaxes errors are really boring), I just dislike it a lot, and I think the worst thing that could happen to C2 (or C3) would be to have a way to type code in it (to type events, however, would be fine, as long as both ways are translatable in an automatic way from one to another inside the editor, that is fine by me), events are a nice thing to use, yet flexible, improving them would be better than ditching them or giving an alternative that would make them irrelevant.

    just my two cents.

  • Nesteris it just happens that most people thinks that since it caps to the refresh rate, which is 60 Hz in most cases, but it caps to the refresh rate and not 60 fps (that was why some games where the framerate independancy was not well implemented were not working as they should with 120 Hz screens).

    the lack of hard cap is actually why having an 30 fps mode was impossible/really hard in the first place.

    sman118 nice to know it was the issue

  • djosh if that helps, to get the maximum out of C2 spritesheeting (assuming that you left the downscaling to its default value):

    with a frame of a sprite with multiple frames (aka if it is animated or has multiple animations, or both), try to make each frame size at most in sizes that fits a n^2 -2 form (aka 4-2=2; 8-2=6; 16-2=14; 32-2=30; 64-2=62; 128-2=126....), what I mean by that is that if a frame is 127x62, it will actually take the same memory as 256x256, if it is 126x62 though, it will take only 128x128.

    if you have lots of textures in your project, that can make a difference.

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  • Nesteris Yep, actually they said 200 releases when the site went live too, same goes for 2 M download, they were not yet at 2 M...

    I guess marketing and rounding up can go together, even if I think it is kind of cheating..

  • the biggest problem I can see is the fact chrome for android (and so crosswalk) are so slow at decoding audio it is comical (on some devices, the ratio of decoding time between firefox and chrome can be up as 5 or even 10 maybe), so slow that downloading the sound is not as long as decoding it, which means that you have to wait a long time before it actually plays when you called it the first time, which for synced audio, is not great.

    cocoonJS however, I have no idea.

  • Nesteris "Also I don't see how a Construct 2 game could ever run at 75FPS since it's hard-capped at 60FPS."

    if the refresh rate of the moniter is 75 Hz, the game will refresh at a 75 fps rate, same goes for 120 Hz (which was described in another thread), C2 never hard capped any game to match one frame-rate (this is also the reason dt is there too in the first place, to make sure the game runs accordingly accross platforms).

    if it was really 40 fps with not a lot of variations, and the game was playable, verifying the refresh rate of the monitor will be needed, as sqiddster said, test on a new project with maybe just one thing moving to see the result.

  • so it actually starts (as you can interact with the menu), but crashes afterwards.. my guess would be it may be related to a memory issue..

  • A will add the entire chromium engine to the game, which explains that increase, C will have another engine added in the case of canvas+ (I do not know for the others, canvas+ is meant to run better than a regular browser engine for games but has compatibility issues), that explains the overhead in size.

    B will not add a browser engine to the game, it will use the webview of the system used (which in the case of Android is decent for android lollipop).

    about the game not running, why exactly happens?

    does it insta-crash? (If so, you might need to see in the case of A if you tested both architecture of the apk, I remember that the xdk produces 2 apks, 1 for ARM, 1 for x86 )

    is it stuck on the loading bar or on a black screen? (the chromium engine has seriously bad issues with decoding sounds, and by default C2 preloads and decode them at the start of the game)

    I am not an expert in that domain though, so what I am saying may not be accurate/ up to date.

  • also, funnily enough, the e mail adress of the webmaster according to the error is a noreply adress, which is something that might need a change..

  • My personnal one would be "do not overdo it", I see some people (and lets be honest, on some parts I was like them at first) that put a lot of time and efforts into:

    -optimising every single event to run faster (changing conditions and actions constantly, which without measures or experience can become the opposite.)

    -trying to use things they do not understand instead of either learning about it or simply not using it (the a = lerp(a,b,x*dt) is the perfect exemple of thing that is not only wrong when the calculation is done with dt variations, but also is mostly used just because it looks good rather than being needed or understood), it can demand quite a time to polish some of them pretty well

    -learning by themselves how things work by doing some studies of them, whan the manual actually does this job, sure, there is a difference between reading it and proving it, but if people want to prove everything every time, it takes time for only rarely benefits.

    -reinventing the wheel, seriously, why use an engine if you reinvent the wheel constantly, there are tools, and they are pretty much working in most cases, might as well learn to give them some work sometimes.

    the lost time is actually time not improving the game in most cases, and the result obtained can make things worse, which means basically even more lost time.

    on the same topic, backups are great to erase big f*ckups and mistakes we do, use them.

  • a condition is selected? or an action? or even a complete event block?

    press left or right to select either the conditions, actions, or the margin of it to select the entire event.

    then up and down arrows lets you select the next condition/action/event depending on what is selected.

    hard to explain actually..

  • oh oki, I did played oddworld once so I see what the feels is in that one, I hope it will turn out ok in the end.