Elliott's Forum Posts

  • Both C2 and C3 support multiplayer.

    C3 is the latest version of Construct that works on the vast majority of devices and platforms (PC, Mac, Chromebooks, mobiles, tablets... it goes on!) whereas C2 only works officially on Windows PCs.

    In terms of practical end-use features, C2 and C3 are currently tied - as they both use the same runtime (the underlying engine that powers Construct games).

    However C3 has a dramatically improved UI and tweaks to existing features (such as the array editor, which provides a visual aid - something lacking in C2) - the full list can be found here.

    Whilst they seem very similar now, C2 to C3 represents a paradigm shift towards a more flexible "tool". I'm remiss to call C3 a tool as I personally view it as more of a service, and C2 as a product. This is reflected in new export features (C3 offers automatic Android app generation and official IAP plugins), and subscription based pricing model; which allows the devs to iterate on existing foundations.

    Moving forwards, C3 will receive an updated runtime that will offer better performance and capabilities, making it the logical choice if you have ambitious ideas that will push the engine to its limits.

  • Is there a reason you aren't using Construct built in social plugins?

    Whilst it's unlikely that you'll ever see a company outright endorsing any software, they will often make use of contractors, freelancers and creative agencies that do.

    In terms of big game devs - Insomniac Games, the creators of Spyro, Ratchet and Clank, and the upcoming PS4 Spider-Man game, have made prototypes in Construct.

    In terms of creatives, I'm not as certain on this (so I won't name them) - but I believe a colleague made use of Construct as a Flash/Animate replacement for interactive content for one of UKs largest and most famous animation houses.

    In terms of big corporates, I use Construct to produce prototypes and finished drafts - the largest company being a multinational that ranks very high on the top 10 of the Forbes Global 500; though as with all corporate clients, this was for a very isolated (though nontheless brand-named) division.

  • Surely building a mobile-first engine would benefit every platform? By designing the engine with the lowest spec / highest limitation platform the actual codebase will be super scalable.

    With browser vendors and the internet itself shifting more from information to experiences*, I honestly believe a lot of the low level stuff we crave like browser memory management and FPS control will be implemented in the coming years - though I can understand this doesn't help the developers of today.

    * I also think Construct is uniquely placed to become not simply a game engine, but also the world's first true web experience engine.

  • Does this do anything that Trello doesn't?

  • You could still use C2, you'd just call the webpage within an iframe using one of the HTML plugins.

    I'm sure you could theoretically build a shopping cart in C2, but you'd have to hook in a mail server and a database using PHP and MySQL; and there's hundreds of edge cases you'd have to consider: What if a customer wanted to change or amend delivery details? How would refunds work? Would the shop be restricted in certain areas? How would currency conversion occur? Every app store to my knowledge prohibits the sale of physical goods via IAP - you'd need a "real" payment processor such as Stripe or PayPal for it to work.

    As these problems compound into a mighty one, and relying on a third part solution may be the easiest answer.

    If you simply need a way of sending a message (such as text fields for an address form) - I'd look for email plugins (to my knowledge there aren't any - I know, I was surprised!). From a technical perspective you can send data from C2 to a web page with JSON, and from a webpage to an email with PHP; but I've never done this.

  • You would be much better suited using established eCommerce platforms like Shopify or Woocommerce

  • I remember that video! It convinced me to get C2! Very original Xbox with the green; can't wait for the C3 version.

    Congratulations on 10 years

  • I see - this isn't really a linking query. The image will always technically exist on a different page to your app if it's called via iframe, as an iframe is simply a window that displays a different web page within another.

    A way around this might be to use canonical URLs, but Google seems conflicted as to whether images can use these:

    https://webmasters.googleblog.com/2011/ ... aders.html

    vs

    Subscribe to Construct videos now

    I don't know off the top of my head if Google differentiate between page and image headers; for this purpose I wouldn't imagine so.

    So the last option would be some .htaccess wizardy:

    https://stackoverflow.com/questions/767 ... e-redirect

    http://forum.coppermine-gallery.net/ind ... ic=76683.0

    https://www.reddit.com/r/SEO/comments/2 ... s_results/

    I've never personally used any of techniques, but they seem doable

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  • What are you trying to achieve? Another way to make a frame load a page within itself is to name the frame and set the anchor target to that name

  • Each new device will prompt you to log into the cloud service (i.e Google Drive) - simply logging into your C3 account wouldn't give you this kind of access

  • The easiest way round this would be to add your game to your website and then wrap the website instead of the game

  • I wasn't really sure where to post this (or even when the feature addition occurred) - but for the last few updates C3 automatically relaunches itself after prompting for an update on launch, and whilst this is a small feature, I think it's fantastic; thanks Scirra!

  • As a fellow Surface user, this is great news - Chrome absolute decimates the Pros battery life, and Edge is far superior in this regard.

    Being able to use C3 across Apple, Windows, desktop and tablet is an absolute game changer - pun intended.

  • Give them a variable called something like hasBeenOnScreen that's set to 1 when the platform is on screen (Size & Position > Is On Screen) - later have an event that destroys the platform outside of layout if hasBeenOnScreen=1

    Alternatively, assuming your player is constantly on the left hand side of the screen fixed in place, you can destroy the platforms when their position relative to the player is -x a certain amount.