saiyadjin's Forum Posts

  • paradine - i use c2 because of simplicity and it's all i need (i love 2D games). that's first reason. 2nd reason is that my experience with directX programming is lesser. i could dwell into it for about 2-3 years and another 2-3 years of depth math problems with matrices and transformations to be able to build ONLY ENGINE (graphics) for a game. so yeah, it's a waste of time + i have no need for that. 3rd - i'm very good with desktop / mobile apps written in C# XAML/WPF and such, and web apps in Java. and 4th and last - i have a steady job and makin' games is my hobby - so i definitely don't have time to waste on what i mentioned in point 2. oh, and no 5. - today people use (let's say AAA games) already built engines that were developed by hundreds over a few decades (unreal, crytek, etc..) Oh want physics ? (havok) etc..

    the point of programming is not to do something, it's to do something right. you should really know some concepts of good programming that can be applied to c2's game building, though it's much more simpler.

    here's some help for you:

    https://en.wikipedia.org/wiki/Software_ ... nt_process

    https://en.wikipedia.org/wiki/Requireme ... activities

    https://en.wikipedia.org/wiki/Software_architecture

    https://en.wikipedia.org/wiki/Software_design

    https://en.wikipedia.org/wiki/Coding_conventions

    http://www.ibm.com/developerworks/websp ... erks2.html

    and more...

    once you dwell deep into this and understand all of it, and start applyin' it, you will see the difference in your programming / coding / eventing

    mcuh more clearer. oh yeah, also it's a rabbit hole with no bottom. i've jsut thrown here some links but i'm sure you can find much much more. don't get me wrong, i don't think you're stupid or something, i just think people need to learn this so they can understand stuff more.

  • people have problems with every game.

    it's developers OBLIGATION to make a clean bugfree (or at least non gameplay intrusive) bugfree game. if you're going to blame c2 for your bad deveopment skills then i have some bad news for you...

    also - look at the latest batman arkham knight - what a piece of crap that game was on PC. it ran ok on PS, xbox, but was crappy on PC. you don't see them whining about export and shit. they just went to remake the bad parts, and trust me there's a lot more to be done on game devs game then on their engine side. and guess what - that was supposed to be NATIVE game. that ran like crap.

    point is - if you make a html game that runs badly - you probably made some things that make it run badly. not even native will help you. example:

    people using 2048x2048 images and rotating it or something like that. <- this is idiotical because it uses around 900MB/s bandwidth. also add 3 more images like that - 3,6GB/s. good luck finding a card that can process stuff that fast (unless you have titan X or such). there's a lot of other stuff that people complain that is C2 bug / fix / not native but people have low knowledge and usually do things wrong and start accusing others because that's the easiest thing to do.

    so i recommend you leave programming/dev area if you can't dive deep into your problems and learn and fix them. i've spent over 14 years in programming( c,c++,c#, JS, Java and more), i know when to detect difference in my bad code vs performance heavy construct being used wrongly. problem is that most of people here do not. especially because they expect magic with events and not understanding what works behind them.

    p.s. to anyone who wants to understand performance better - export your game without minimize, open c2runtime.js, go through code and read online javascript problems and performance issuses - you might learn something instead of whining how "rotate behaviour works slowly".

    i'm really tired of reading noobs and nooblets on this forum whining about the same thing over last 9 months.

  • because you didn't export correctly?

    because you made some changes that cause error?

    post error log?

    anything else ?

  • i'm not for native exporting. i'm against it.

    while they waste 6-18 months of development for native, we could get massive features and stuff, so no point.

    funny thing though is - if you follow up the news - bits and pieces of javascript are compiled into native sources (asm.js anyone? firefox anyone?)

    so that subsets of javascript run natively. performance increase is massive and games run fluently (firefox demonstrated).

    what does that mean ? we could make a JS/HTML5 game and run it everywhere. PC/PS/mobile and all the other stuff from post above.

    funny thing though - while you guys whine and complain, you could have already made 3 games and earned your first 100$. stop complaining and make games.

  • :facepalm:

    first of all - if you export to PC - i guess you want to give your game over through STEAM or something like that (origin).

    if you go through these - they install C++ automatically, you just have to set them up.

    also - most of today games install some kind of C++ redist package because IT IS NEEDED. - you just don't see it installing every time because once installed no need to install again.

    and trust me i've not seen a game that can't be run fluidly on any PC that can run GTA V in 60 fps. (p.s. maybe he plays GTA V on lowest with 60fps and actually has a lot weaker pc then you think).

    also:

    • for earning extra money - would not pay
    • for good performance - already we have
    • for comfortable "one click" export - that thing does not exist
    • for independence from third-party plugins - ahahahaha.. you're a funny guy. there is no such thing as independence.
  • c2 is pretty powerfull, only users are pretty weak.

    p.s. if you never programmed in something "real" like c# c++ and you miss a lot of patterns and such knowledge i suggest you spend a month or two reasearching about that. then suddenly your logic will be up by 100x and c2 will suddenly become overpowered. (some things could get an improvement true, but you can practically do anything)

  • you need to create a hash algorithm. and you need a database.

    once a player registers - you send him a game key (example: 3D5B8-A3B8-etc.. ) and for that key you save yourself a HASH

    that is generated once you pull through the whole key. (example, you get something like this: a7asdas7a6d876asdgdk12jb124).

    that algorithm must give the same hash for that cd key EVERY TIME.

    so when someone uses that CD KEY if hash is correct - enable download to that person (or whatever). OF course you can't control if it's the same person, but kinda does half of the anti-piracy job (example: i buy your game and give cd key to some friend. he plays your game like he's me but he's not me )

  • i know, but how can i move window screen lower and leave a bit of layout on the top side?

    i've tried and both only increase their size on bottom side which doesn't work for me.

  • hi guys... i have a little problem..

    i'm doing a vertical shooter, and i have to spawn something outside the top side of layer and then make it go downwards. now, when i do that with my objects i spawn them so that only 1 pixel is inside layout and they (even though they got destroy outside layout behaviour) they move to bottom and after leaving on bottom side they dissapear.

    but when i spawn my enemies (they have DoL, pathfinding, Timer, LoS and custom movement) so that only a bit is visible - they do not move or anything.

    example:

         -create object Enemy on layer 2 at (random(0,1280), 0)    - WORKS GOOD - enemy finds path and starts moving and everything is ok.
    
          -create object Enemy on layer 2 at (random(0,1280), -50)  - doesn't work- enemy appears (a bit of lower part) but only stands still.
    [/code:2ycnfoik]
    
    how do i fix this?  i want my enemies to appear on the edge (or outside the layout and then traverese into it, but i can't get any idea how to do it).  i thought about removing DoL but pathfinding won't work again because i think it checks inside layout objects only :/
    
    help, ty!
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  • hey guys,

    i've been looking into some new dx12 features, and i've noticed ExecuteIndirect method, that doesn't use

    for loops or anything like that to draw objects. it just needs a table of all objects to be drawn at that moment

    and simultaneously draws them all. performance goes whoooosh, like 9% at 90FPS

    here's a link to post that i found, also i was wondering could that be converted to javascript and make drawing through webGL faster?

    http://forums.guru3d.com/showpost.php?s ... ostcount=8

  • omfg that worked :facepalm:

    and there i thought it was just a property to know the angle of movement non dependant of speed :/

    thnx

  • so i have an object with destroy outside of layout and custom movement.

    on start of layout i do this:

                     - create object 
                     - set custom movement angle 90
                     - set custom movement speed 20 overall          
    [/code:fivd9n5k]
    
    and then that object goes to the right (angle 0)  with speed 20 - wtf? 
    i've tried moving setting to "on created", doesn't work aswell. tried on every X sec (set like 3-4 sec) and then it works, but it moves 3-4 sec to right first then changes.  wtf? how do i do that on object creation? what gives?
  • skipped. if you have

    something like this:

    if (a>0) 
         do something and then
         if (b>0) 
             do something else [/code:1fohblc6]
    
    each tick you check a>0    if it is true it checks b>0 and does events prior to it. if a>0 is false it skips the rest.  if b is false skips all under b and so on..
  • you could save time with each 0.xx sec, instead of each tick. try each 0.05 sec setting a position - it will give some relief to your cpu, but still it will be cpu intense. also there's another factor - if you use each tick - huge cpu usage, if you use each (let's say 1 sec) - you will see "jumps", instead of smooth following.

    i know for sure that cartoons run in 24 frames per second and they do look good, fluid. so try setting your options to 0.05 sec (0,04166666666666666666666666666667 s) for 24 frames following. the change should be invisible to eye, but it should give processor 3x less work to do.

    oh yeah - pin also works on each tick - so you've done nothing. funny thing also, if you have pathfinding with movable obstacles - use regeneration each 0.2 sec - worked perfect for me.

  • it's just your bad game dev skills. you probably have used some stuff where it shouldn't be used, or made some fillrate performing changes on screen which is pretty heavy on cpu and stuff.

    anyhow i think it's just you. i've never had such a problem