paradine's Forum Posts

  • paradine - as I keep saying, many games we see are GPU bottlenecked, so would not run faster in a native engine.

    Ashley - but many are CPU bottlenecked, they would run much faster in a native engine, I guess.

  • If you could clone many Ashley for those native exporters, then it might be possible to have them.

    Very good idea, cloning Ashlay can really solve all our problems

  • Well, "native exporter" means two things, imho:

    1. It creates native app instead of creating container with portable brower and HTML5-game in it (NW.js and Intel XDK create such container, that's why apps are not as fast as they could be)

    2. It is not a third party product, because only Scirra can make it work perfect.

    I understand that it is very very hard to create native exporter - it's like creating another construct, but you can sell such exporters for extra money.

    I have C2 personal license, but I am ready to buy native exporters for extra money with pleasure. And I am not the only one, who wants native exporters and who is ready to pay for that extra money.

  • 1. Will it have native exporters to iOS/Android/Windows/Linux/OSx ?

    2. Will it have an opportunity to export game to flash format (.swf)?

    3. Will it have native physics engine?

    4. Will it have native 3D support?

    5. Will it support vector images?

    To cut a long story short:

    1-No

    2-No

    3-No

    4-No

    5 ???

    Will C3 support vector images like .svg?

  • C2 is the best tool to make HTML5 games.

    But export to other formats is not native that's why games work bad even if they are very well optimised.

    For example, I created a physics puzzle game - it shows 60 fps on Crosswalk 7 but there is an alert from Google Play about OpenSSL.

    That's why I used Crosswalk 10 - there is no alert from Google Play, but the game shows only 30-40 fps and there are freezes every 4-5 seconds.

    Other example, NodeWebkit shows very bad performance if the user does not have Microsoft Visual C++ 2008 redistributable installed on his computer.

    The game could run 60 fps on Google Chrome, but it will run 20-40 fps on Node-webkit if the user does not have Microsoft Visual C++ 2008 redistributable installed on his computer

  • I think this topic should be on top before we get official answers.

  • "Our goal is to make Construct 3 the best game making editor ever" - it's cool, but what about the best game making engine ever?

    I think, best game making editor + best game making engine = best game making kit.

    If constuct 3 has native exportes, it will become the most popular kit ever, and Scirra will become the most rich devkit making company ever.

  • 1. Will it have native exporters to iOS/Android/Windows/Linux/OSx ?

    2. Will it have an opportunity to export game to flash format (.swf)?

    3. Will it have native physics engine?

    4. Will it have native 3D support?

    5. Will it support vector images?

  • scirra.com/forum/viewtopic.php

    1. That bug was closed, because Scirra did not know how to fix it. But I suggested a very easy way to do it.

    2. This bug is not only in Intel XDK. It also happens with HTML5-games in many browsers.

  • There is a bug on some mobile devices with "use mouse input=yes" property of "touch" object - such devices think that touch is a double touch.

    There is an easy way to fix it - give "touch" object an action to switch on/off the "use mouse input" property.

  • Guys, I will be very grateful. if you help "Tap and Clapp" on Steam GreenLight:)

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  • fun. keep up the good work

    Thank you:)

  • Updated to verison 3.0:

    • new graphics
    • 20 levels added: now there are 60 levels in my game
    • new game elements: teleports and different potions
  • I have updates my game:

    • 20 levels added
    • 4 elements added (mills, magnets, tickers, swings)
    • additional levels are in new summer style
    • improved game speed

    Also I have updates the information in the first post: game description, video and screenshots.

  • Check your original info in the email you received when you purchased.

    Thank you!