shinkan's Forum Posts

  • TheRealDannyyy

    I'll be able to do that probably within a month or so. I have NDA over my head so I can't show anything from that game until it is finished and released to public

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  • 1. You have to prove that all of your games run 60 fps on every device - if at least 1% of all 177,817 registered users will say that your games run 60 fps on their devices, it will be enough.

    2. You have to prove that you are not the only one, who creates such games - show me at least 1% from 177,817 registered users who create such games.

    1. I don't think it's possible. I can't afford (yet!) to buy every single device that ever existed just to show you it works at 60fps

    2. Sure! Let me get back to you after I finish sending 177.817 PMs to all members.

  • you proved that 80% of games you and your voting friend made have problems with the cpu - that actually proves nothing

    also you proved that 85% of your friends need native exporters... same as above

    I don't feel like I have to prove anything. I don't like wrappers but fortunately i learned how to use them properly and I don't have currently any issues neither with gpu or cpu bottlenecking on desktops, browsers and even on mobiles. If something works perfectly fine on my crappy old mobile then it will work fine and even better on anything else

  • This is english speaking forum, so please stick to the english language only or at least provide a translation of your post.

  • > So it's like ~20 people from 177,817 registered users asks for native exporter?

    >

    85% of all developers need native exporters - I have proved it by creating voting on c2community.ru

    If you want to prove, that on scirra.com the results will be different you have to create the voting on scirra.com.

    If you will not do it - your words does not mean anything.

    I don't need to create any pools nor I care about that.

    So far this post was seen by 13,874 "Second Constructors" but only a small few said they want native...

  • So it's like ~20 people from 177,817 registered users asks for native exporter?

  • Yup, you are indeed awfully slow. Well done. This track reminds of something... It's like a flashback of all great sci-fi movies I watched in the past

  • shinkan dont take it personally i was just showing some points... that most people encounter i did too and passed them but i have to agree c2+q3d not a good match in end if u want a full crossplatform game

    no worries, not taking it

    > Unfortunately people forget that you should not build games in UE4 using only the blueprints.

    >

    Why is this?

    My friends studio uses them exclusively , and he has never run into any issues. He is driving a new sports car thanks to U4E. One of the biggest selling games "Rocket League" is still using the noob templates for some of their multiplayer features, and the controller setups.

    My biggest problem with Unreal is the license. Some of my projects will still be using Playmaker+Unity.

    shinkan

    Is there some sort of licensing issues for the visual editor on top of the U4E license?

    Because blueprints are slow. If I remember correctly they are 10 times slower than normal C+

    Like I said you can do stuff with blueprints. You can combine blueprints with C+. But doing stuff like inventory, random level generation or any other complex task should be done in C+. And you simply can't make a full game without touching C+ - I'm not talking about flapy bird or similar kind of games.

  • DUTOIT Yeah, I really like 2 screens workflow. Can I ask you what kind of screens you are using?

    There's so many different types of models now I have no idea what to choose

    Don't want to spend 1000$ or so each on some super pro led screen, cause I know I will never fully use them.

    I really like this one Dell UltraSharp 24" U2412M and got nice reviews, They all just saying that the plastic cover and buttons are not so great, but honestly I'm rather interested how it works than how it looks

  • Hey guys. I'm used to work with 2 x 24" 1920x1200 screens but about month ago one of the broke and today second one broke.

    I'm looking around to get some new ones but can't decide if I should go with the same setup 2 x 24" or maybe get one but bigger, like 27" 3840 x 2160.

    Do someone have any experience with working on high resolution screens? Making and testing projects from C2 + photoshop + illustrator + after effects + premiere and all other game/graphic/movie/game stuff.

  • Unfortunately people forget that you should not build games in UE4 using only the blueprints. For small and not complicated games it's rather fine. But if you want to make something more complex then you need to go full C+ and use blueprints just for simple stuff - like opening the door on trigger.

    Unity...well it's unity, no matter if you use Playmaker, uscript, antares or any other plugin...it still will be unity.

    C2 + Q3D yeahh... but sadly no. C2 was not build in any 3d features in mind and because of that it's really a pain to work with it. Bought it, have it, but can't wrap my head around placing objects on the layout (and have no time to build my own 3d editor to use with Q3D). maybe in C3 Q3D will be better supporter, which I really hope it will!

  • Repeat 1 - will run just once

    Repeat 2 - will run twice

    etc

    I have something like this in my game, and works just fine.

    EDIT: In "repeat 2" you will get loopindex = 0 and loopindex = 1. In "repeat 1" you will just get loopindex = 0.

  • ...If you want a smooth look on downscale make sure to use only power of 2 images so they get mipmapped. ...

    Mipmaps are created from exported by C2 sprite sheets, right?

    So if you design your sprite frames so they all end up on one (or more) 1024x1024 (or any other power of 2) sprite sheet all should be fine.

  • saiyadjin I think you misunderstood that part. If source image is 1000x1000 then it does not matter if you scaling it up or down in the game cause it will use same amount of memory.

    Questions is , for example for 720p game. Is it better to make you sprites 1024x1024 - and scale it down in C2 to 512x512 - so you can zoom in/out to maintain image detail, or to make sprites 512x512 from the start (which more less will use twice less memory).

  • Nope. Both works fine over here.