Colludium's Forum Posts

  • 6 near identical threads?

  • matthornb - If you're patient, there's hopefully an updated plugin on the way....

    here

  • Great news! Have you made good progress yet with this?

  • On my i5 HD4000 I achieved 59-60 fps with 20 dropped frames and 11% cpu. I have to say that it's quite a benign test - which is why desktop browsers have achieved 60 fps for the last 4 years! I didn't notice any particle effects and the number of objects on screen never exceeded a couple of hundred; there's not much really much demand on the cpu which, on my machine, leads me to guess that the logic runs to only a couple of hundred events.

    Most of the frame drops appeared associated with the creation of new instances of objects that aren't created on the layout start; this could be mitigated by creating an instance of everything at the start of the layout - none of them were likely caused by game logic. So IMO, it's a non-optimised and non-demanding performance test - probably good for the state of html5 a few years ago, but not really representative of a bullet-hell style of game that it's trying to emulate.

    Don't get me wrong - c2 and html5 have come a long way since I bought r80 - and it's great to see Ashley's forecast of mobile platform html5 improvements coming to fruition. What would be more interesting for me would be to see if sound effects can be triggered in time to touch events across a broad spectrum of mobile hardware...

  • As always - outstanding work...!! Thank you!

  • Keep this up please! Being able to make in game performance comparisons.... I like!

  • spy84 - I agree - I find c2's event system more intuitive to use. I just want c2 to be the best tool to use, both logically in its event system and also visually in how it appears to the dev.

  • eli0s, I think your suggestions are spot-on.

    What's fantastic about c2 is the community feel to its development, even though it's a commercial product. The Overlap 2d editor is open source - made for its community by members of the community - and that's why it offers such a shiny and capable product for free. Exactly what you want in a way you would like to have it. The same goes for the Godot Engine - another open source editor (this time it's a complete 2d / 3d game engine). I suggest it's worthy of a download (also download the demo package) only to see how painfully easy it is to create 2d lights. Later this year it's going to introduce visual scripting and, if they don't screw it up, it'll be a real challenger for c2 and, perhaps, c3.

  • eli0s - great video! What I would like / need / strongly desire is an editor like Overlap 2d's. Watch for a minute from 50 secs....

  • It would appear that the current system is only useful if you want to create a top-down game like the demo ghost-shooter. Lucky for me I'm making a platform game, so I don't have to be frustrated by a requirement to create a layer for each light... :/

  • MadSpy - this is an excellent piece of work. All I have to do now is hurry up so I can use the Leaderboard function!!

    Bleenx, I haven't been following their forums closely so I don't know if it's been discussed. The editor already has visual scripting for creating shader effects and animation controls, so I imagine that it'll be like that (ie similar to Playmaker / UE4's Blueprints). Not as intuitive as c2's event system, IMO, but it'll be far better than learning to code!

    Bleenx,

    The answer to your question about visual scripting is here in the Godot roadmap, Core Engine #24....

  • You need to download the non-sdk version of nw.js from http://nwjs.io/ or github.

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  • Are you doing one of the following:

    • adding joints to an object in the same tick that it's declared to the physics plugin / created
    • destroying joints after an object has been destroyed
    • destroying an object that has just had joints attached
    • using a complex collision polygon with more than 8 verteces

    ?

    Also, does it do this in asm.js and box2d physics?