TheRealDannyyy's Recent Forum Activity

  • What in your opinion should be the steps after you finalized your game (or even before)?

    what do you do next? what do you think is the path to get it most noticeable?

    But what would be your personal steps?

    Polish your game even further, there is always room for major or minor improvements.

    Then depending on your target platform you should focus on finding the right distribution platform.

    While on mobiles you pretty much only have the option to use the official stores, HTML5/Web distribution has a variety of options like:

    • Steam (Mostly used for desktop games [NWjs], recommended for "bigger" games.)
    • Itch.io (Platform with many users, mostly mature "Let's Players", also great for game testing.)
    • Gamejolt (Platform with many users, mostly below the age of 14, good for game testing.)
    • Kongregate (Platform with a good amount of users, official C2 support included.)
    • Facebook Games (A lot of users, official C2 support included.)
    • Newgrounds (Platform with a good amount of users, mostly below the age of 18.)
    • Scirra Arcade 2.0 (Official C2 support, still in BETA and a bit buggy sometimes.)

    These are not all platforms, just the ones I know and I've tested.

    Generally polish your game+webpage as good as possible and try to add custom features based on what your distribution platform has to offer.

    People want to play unique and engaging games, so try to do something by yourself and don't steal the idea by someone else.

    Feel free to ask for more help if you have any questions left.

  • I don't know how you guys feel about this but I think it would be a good thing to call Ashley here and listen to what he can tell us about this.

    It's just that I'm also going to launch a game on Steam sometime next year and I personally wouldn't like to deal with additional "workarounds" just to fix issues caused by NWjs.

  • THIS might help you out and give you a general direction on how to create a menu for keybinds.

    Please note that I didn't make this example, so I cannot guarantee that everything works as intended.

  • Has anybody had any problems with their C2 games not working/showing in Steam Big Picture mode?

    What exactly do you mean with "problems"?

    Do you experience a crash, does it start at all, if you receive an error message what does it tell you?

    Please provide more details so I might be able to help you, if it's really related to Steam.

  • ... You should also be able to select multiple sprites at once and delete multiple sprites at once, both from the object bar and project bar.

    I totally agree with that. I'm someone who uses a lot of sub-folders and generally deletes or moves a lot of objects around, one by one.

    This gets even more annoying when the project bar is automatically scrolling up, forcing me to scroll down and select the next object for each change.

    I guess that Ashley blocks multiple picking for technical reasons but C3 should definitely bring changes to smaller quirks like these.

    I don't know much about how the bar systems work within C2 but if you'd allow me to suggest something.

    I think a "locking" system for the object and project bars could improve this.

    By "locking" I mean blocking certain features for those tabs so that you can only delete or move objects while it is locked.

    This would ensure that nothing else can be done, which could possibly lead to some sort of project corruption.

  • Okay, thanks for your answer.

    Hmm.. How about a plugin? Maybe can work with this way. I don't know, to activate a "fake" action, whatever.

    Maybe inside "Browser" plugin there is a line for this, to modify....... Just a thought..

    It's a browser limitation nothing can be done about that, it's all up to the browser vendors as far as I know.

    You could do a classic startup menu where you'd ask the user to "press any key" or "tap the screen" to continue.

    If you want my opinion about this, I would never try to force fullscreen mode.

    I would rather start in windowed mode and add an option to toggle it on demand.

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  • I had something like that while using C2 on my laptop too.

    You should try to "reset dialogs" in the preferences, that fixed the problem on my end.

  • I've set it to 15 inside my game, C2's collusion checks work fine even on lower framerates for the most part.

    The only problem with skips is when the framerate isn't stable and drops extremely fast, for example when creating 1000 sprites at once.

    I also recommend to use dt in all of your movement based events, that seems to help with this issue as well.

    You cannot say me saying Android,IOS, and Windows section is equal to "bug section" that honestly thats straight BS and got me mad cause your excuse for a lie is worst than the actual lie. A bug section is a bug section and an Android section is an Android section.

    ---

    "...android section looks like the bug report section go look"

    For me this looks like you just wanted us to add insult to injury.

    Sorry to say the following but I don't want to go on like this.

    You seem to misinterpret a lot and go full on defence mode about any kind of criticism about C2.

    If other community members want to add something to whatever you aim for with this topic, they can feel free to do so.

    I don't want to spend my free time discussion about things that you misinterpret.

    ~Have a good day, I'm out.

    You insult me by straight up you lying saying that I posted the bug section of Unity

    Where is the insult?

    Yes I cut down the words to "bugs section" because you are clearly aiming for bugs with this topic, even the title says that.

    I did never say that you are a "liar", nor did I ever personally attacked your opinions in any way.

    4) Yes if your making 3D games go to Unity. But for 2D games I am saying Construct 2 runs faster than Unity.

    If you know that C2 games run faster than Unity, why do you need examples in the first place?

    In my opinion native apps will always run better than wrapped ones, however that doesn't mean that wrapped games are necessarily worse performance wise.

    We're currently in a time were wrapped games run acceptably well, that you can almost feel no difference to their native competitors anymore.

    I would like to ask you one more time to turn down and be less "passive aggressive" about this, I'm just trying to bring some more general arguments about C2 and Unity.

    If you are as passionate in looking for examples as you are here with commenting, you will surely be able to make a Unity 2D game and do measurements by yourself.

    Share the results if you please.

    Ok lets break this down simply.

    1) I didn't post to the bugs section of Unity

    ...

    Come down from your high horse buddy, no need to be so salty about this.

    This is pretty much the proof that you aim for a battle here and don't want to talk in a polite/non-insulting way.

    I made comparisons and gave fair arguments, I did never "fight" for anything here.

    I said it might be what you were looking for, I don't want to do the work for you.

    You should be able to find some 2D games on the overpopulated marketplace, if you need practical examples to win the "fight" that you are clearly aiming for here.

    To make it clear, both engines have their ups and downs and what you prefer is up to you.

    If you want to go on discussing, I'm up for it but please explain me the way that you were heading with this topic, so I can adapt and discuss about what you were aiming for.

    No what you did was a rant haha. I posted links to show what I was talking about and kept it short. Ok well help me then I want you to find a mobile unity game that came out this year that has equal amount of onscreen action as the Android game I made. The game I made is in my signature, it has 25+ enemies onscreen plus explosions with no slowdown. Go find a Unity Android game right now that has that and then we can talk more.

    There are a ton of 2D/3D Unity games that run better than Construct 2's 2D wrapped games on the market (I found THIS list which might help with practical examples).

    Besides the obvious event/code optimizations which affect performance, Unity's native export is easier to handle and runs better, propably because it doesn't have to do all the additional work that a wrapped browser game has to do. (I don't want to start a Native VS Wrapper discussion with this argument.)

    The only thing that bugged me out were your arguments (opinion or not), that are so vague and only seem to target the bugs section of Unity.

    I don't really want to discuss about what's better since this would be the 4th (?) topic about "which engine is better...", which wouldn't differ much from the previous ones.

    I mentioned everything in my previous post and you could take that as a fair comparison.

    I personally think that a topic with a pretty clickbaity title "...C2 is way better", isn't fair without proper comparisons.

    It just feels like that this would go the way of people fighting for which game engine they like more.

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TheRealDannyyy

Member since 30 Sep, 2014

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