GeorgeZaharia's Forum Posts

  • Hi there been a Construct 2 and 3 for a while now... im out of my C3 license, but i will renew probably if im going to start to make games again.

    Here is my input on PROS and CONS posts that you find around this forum.

    Majority of the posts are made by frustrated users that had technical advanced issues on big projects, or projects that were not even supposed to be made using Construct "default" capabilities.

    And when i say technical advanced issues, i mean majority of the problems on CONS are server side stuff... for projects that were not meant to be made in Construct from beginning, but because Constructs interface is so addictive ... people still try to overcomplicate things... even though simpler would be to just pick notepad and use the coding language of choice.

    And i know most of C3 users don't know code... but those CONS and PROS are from people that know how to code... yet they still using Construct cause of its ease of prototyping... don't fall for their issues.

    On the other hand, there are also some of the pros and cons posts made by users that didn't even tried to understand Construct's way of doing things and just dissed it.

    In short you have to buy it and see for yourself, but if you played around with the trial version, then the premium version is like that plus the extra stuff that in trial are locked.

    Now Construct 2 and 3 are different ... C2 is not going to be updated anytime soon as the team is focusing on delivering a better more powerful product C3.

    So ... about the choice... if you don't know how to code... you have zero knowledge in javascript php etc... than Construct 3 should be perfect for you for single/multiplayer player games that require no database. (multiplayer here i mean two people playing on the same screen or over bluetooth, not online multiplayer with 100 people at same time, not that you can't do it... you can... is just a Advanced feature and requires Ajax knowledge and socket server knowledge, if you don't know anything about it, you can learn but is not going to be simple out of the box cause is a Advanced feature and requires prior knowledge of how databases work and servers).

    So any SMALL GAME you want to build with Construct being 2 or 3 that falls in those specifications should be doable, anything more than a simple game, you need to study Construct 3 manual(even learn javascript or Web Assembly where is the case) do/redo tutorials, put in practice and after that you might be able to accomplish a rudimentary "larger" project.

    About exporting... the beauty of Construct 3 is that simplifies exporting to platforms as compared with Construct 2 that requires manual export/compilation through a third party.... to deploy on android or ios.

    Construct 3 is ready to use and deploy MINI GAMES out of the box, on any platform, and with incorporated wrappers for android and ios i think... i don't know for ios ... never done ios games/apps.. but only android.

    Very intuitive and lots of tutorials + manual available.

    Sure there will be some glitches as the engine is in development, but if you aren't an advanced user don't worry about it... it won't interfere with your needs.

    And ... don't fall for the Construct 3 is simple to use and lets you develop games easy i can build the next AAA MMORPG with it, Construct was never meant for AAA Games.

    People need to look at Construct/Stencyl/GameMaker and other similar engines as Wix like platforms for making games.

    They are good to prototype and even deploy on small scale, but when it comes to serious stuff and upscale your project they fall apart.

    Lucky for you... i doubt you will build the next MMORPG or the Next Clash of Clans/Lineage/Fable etc with it... So sure buy it, have fun with it is 11$ a month ... or 120$ a year (i pay more for a landing page hosting server a year) ... if is not what you need find another one and you didn't lose anything precious but your time... and some pocket change .... if is what you need then is a good investment.

    What i like about Construct myself is that promotes programming thinking, the same syntax you do by clicking and the way is designed to show you the line of codes in the event sheet is the same syntax you will use if you'd be coding in XML and Javascript, but without the clicking.

    As for the performance stuff... is more of how you make the game logic ... and for the "if the user "will notice or not" you made the game with Construct" is a nonsense.. if it works nobody cares what you used... they are there to play your game, not check your programming skills.

    Hope my input helps, i would have written more about it, but the post is already long and i don't want to keep you reading something to convince you on anything that really is more of personal usage and choice ... and also this subject was asked and answered since Construct was made, you will probably find the same answer in other posts as well ... Is been 12 years in the making almost... lots and lots of things have changed, and the engine matured in some parts, and in some parts still needs to grow.

    But for a beginner need, it will be doing the job. Have a great day.

  • follow this guidelines and you will be fine metadata policy google play

    keypoints to take from metadata policy

    Big companies like Ketchup - have a license for the game non-exclusive, or agreement with original creators even google himself in some cases.

  • a solution would be to keep track of the time between clicks and enable clicking if its around dt time which is basically every 0.15 miliseconds, any click faster than .1 milliseconds shouldn't count, as cookie cliker games are very intesive when u will have a lot of autoclicks happening + the clicks u do.

    so variable lets call it trackclicktime

    everytick add to trackclicktime 0.01

    on tap if trackclicktime greater or equal dt set clicked to true. or add 1 to clicks.

    on tap set trackclicktime to 0

    that way you avoid cheats also.

    this solution won't make the clickcounter be working faster, but will be accurate(and close to frame dependency... for more accurate 60/fps calculation u compare the trackclicktime to (60*dt) ) and work everytime as each click must be at 0.1 -0.15 apart from each other.

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  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    if you preview in debug mode, go to watch tab and see each group code how much is consuming as % cpu usage

    ( and if they need to run all the time ... how much usage is consumed)... then modify and try to limit the triggers for each in part to get it lower or up to like 30% (for example items that are not in screen don't need to check the los/tracer, since they arent visible) total usage. cause 70-85% cpu usage is unplayable.. even if u have 34 fps... is not recommended.

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  • 85% cpu usage is huge.. unless ur macbook has like 1GhZ cpu ... then is normal...

    is your game running a loop for creation or position check for all elements? why is it so high?

    if u can share a capx we can look at it, and maybe fix some of the issues or give some pointer out.

  • If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

    yea that would be somewhere around 30-50% usage on mobile(depends on mobile now) if u got a 5% on pc... so if u get a 4% 3% on pc is good. 7-10% on heavy games pc is ok also.

    however run the debug preview, and check the cpu usage estimation(estimation means it has a margin of error of 2% or so... but is a good hint on how ur game will perform on mobiles overall seeing the spikes when actions happens and such.), cause that is what matters, not the download size.

    you need to check the spikes when u play the game, if it spikes over 20% on pc when u play the game u need to optimize it, usually the draw cells spike first time on update if the action is repeatable then iddles back to a average lower point, for example jumping a character from my past tests id would go from idle 2% to 10 % then if i kept on jumping repeatedly would fall down to about 3-5% usage.

    u need to check the middle cpu usage mostly when u performing actions. spiking is normal as JS is meant to work like that... in a spiky pattern usage (Ashley did a blog post about this for C3).

    but u need to check what is the lowest and highest and then calculate a middle ground. and try keep everything optimized to hit that mark.

  • probably you overdone the effects used.

    it's usually high ram usage/high cpu usage /gpu that drains a lot of power. the faster the battery power is drained the hotter the device will be.

    take a look at the optimizing for mobile tutorials available online for construct, as an idea, reduce the calls of the effects and their size.... the mobile device doesn't have the same memory power as your computer so whatever your cpu/ram/gpu usage says on pc is going to be n*10 for mobile devices ( debug showing 5% cpu usage on pc? than u have a 10-50% usage on mobile.)

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  • slim chances ul recover your cash in 1 week if you didn't already in a year of the license duration. just renew the license.

  • trigger once while true (this will trigger once for the instance of the object, if there are more it will trigger for each and every one of them), or global variable, set can play to 0 and if played set it to 1 if user goes in screen and canplay=0 set 1 play song, if is =1 doesn't play.