Chadori's Recent Forum Activity

  • MomaFugger You mean, edit the array on an editor? Or through events?

  • Taximan : If you plan to export mobile. Then there will be a time you will need to buy it. But, I suggest to purchase it as soon as you can. Otherwise, you may someday be looking for a plugin, with long time of google searches and later find out that you just needed to buy that package that contains all that you need.

    It contains 100+ plugins and most probably one or more will be useful. It's like a gold mine, finding those for a cheap price. Good luck with your game development.

  • There a lot of them. But most of it are things you will learn as you play around with some plugins.

    I recommend using Photon. As a multiplayer plugin, for your commercial game: plugin-photon-cloud_t125222

    But to understand the concept of Networking : https://www.scirra.com/tutorials/892/mu ... 1-concepts

    Start here.

    When you are ready to make Multiplayer Games :

    Photon Tutorials :

    https://www.scirra.com/tutorials/5023/h ... ith-photon

    https://www.scirra.com/tutorials/9431/f ... ith-photon

  • I agree with an official Construct 3 extension. It will solve a lot of limitations, it can even compensate for Desktop features not available on the cloud editor. I think it won't be a bother to some users if left optional.

  • GFX Plugin :: Construct 2 Performance Plugin.

    I know how hard it is to optimize games. But now I would just like to announce that there is a way to improve your FPS very considerably!

    The bigger the game resolution, the more performance and the less noticeable the reduction of quality. HD games gets turned into HQ, but with + 25% to 75% FPS performance.

    • Support as many old devices as possible.
    • Get game quality options.
    • Support mobile.
    • Remove redundant quality for performance.
    • Improve performance considerably.
    • Let users choose their game quality for performance.
    • Automatic & Manual options.
    • Manage Game Effects based on quality. This will teach you the concept and how to manage optimization standards on your game with gains. While it also does the automation on your optimizations.

    Click to look at the test video on the store.

    Construct 3 plugin version coming soon!

    Forum Link :

    cv-gfx-plugin-c2-performance-plugin_p1175910?#p1175910

    Store Link :

    https://www.scirra.com/store/construct2 ... mance-4381

  • [quote:2uotbl0y]The Construct 3 SDK is still not available...

    EDIT: Interesting Plugin.. I need this for CS3 Runtime

    Yeah. I just read that today. Thank you for notifying me though. I will support as soon as I can but I'm not sure yet whether it has what I need but I'll keep you posted.

  • GFX Plugin : C2 Performance — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/gfx-plugin-c2-performance-4381

    <h3>The Construct 2 :: GFX Plugin.</h3><div class="deshr"></div> <p><p>The Universal Performance and Quality Plugin management system. The main function of this plugin is to improve "performance" by 2 performance modes called "Canvas++" & "Custom++". </p><p>Most 'AAA' games have these options like 'Ultra', 'High', 'Medium' and 'Low' or '100%' to '0%'.</p><p>Well, it is possible in C2 and in the future, C3.</p><h3>Canvas++</h3><div class="deshr"></div><p><p>Canvas++ is a an advanced optimization technique that Experts in the Construct 2 Community have been using for a long time, although it is very difficult to manage, so many factors to consider and even bugs that haven't been solved yet that's the reason not everyone does it. But in this plugin, all are managed, optimized, and even solved entirely with different 'states' and 'modes' automatically or manually just by adding this plugin.</p><h3>Custom++</h3><div class="deshr"></div><p>Custom++ is a system designed to universally manage and control the quality of custom parts of your game efficiently. For example, effects, particles, ambiance and visual limiters. These can all be integrated with the plugin and benefit from the plugin optimization features. This is similar to Canvas++ although the user can freely choose which parts, which object, which values and etc. would be optimized. And it is specially made to ease the amount of work & time in trying to assign these optimizations.</p><h3>Automation</h3><div class="deshr"></div><p>Aside from the optimization included, the plugin is also full packed with automation features like in which 'AAA' games have. Like when instead of the Player choosing the performance/quality settings. The game automatically sets it by 'default' or 'through-out' the game.</p><p>And this plugin does just that!</p><h3>Automation Modes</h3><div class="deshr"></div>

    • Initialize
    • Initialize Call
    • Linear
    • Parallel

    <h3>Manual<p>

    • If the automation features doesn't suite your needs. Going manual is also there.

    <p></h3><div class="deshr"></div><p>Support</p>

    • For Quick Support : Visit me on the Discord Server : Construct Community
    • I am one of the member : 'ChadoriXD'
    • Invite Link :

      discord.com/invite/ul]

    Use this topic to leave comments, ask questions and talk about GFX Plugin : C2 Performance

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  • Icons made by Freepik from Flaticon is licensed by Creative Commons BY 3.0.

    The Construct 2 :: GFX Plugin.

    Link :: https://www.scirra.com/store/construct2 ... mance-4381

    The Universal Performance and Quality Plugin management system. The main function of this plugin is to improve "performance" by 2 performance modes called "Canvas++" & "Custom++".

    Most 'AAA' games have these options like 'Ultra', 'High', 'Medium' and 'Low' or '100%' to '0%'.

    Well, it is possible in Construct 2 and in the future, Construct 3.

    Canvas++

    Canvas++ is a an advanced optimization technique that Experts in the Construct 2 Community have been using for a long time, although it is very difficult to manage, so many factors to consider and even bugs that haven't been solved yet that's the reason not everyone does it. But in this plugin, all are managed, optimized, and even solved entirely with different 'states' and 'modes' automatically or manually just by adding this plugin.

    Custom++

    Custom++ is a system designed to universally manage and control the quality of custom parts of your game efficiently. For example, effects, particles, ambiance and visual limiters. These can all be integrated with the plugin and benefit from the plugin optimization features. This is similar to Canvas++ although the user can freely choose which parts, which object, which values and etc. would be optimized. And it is specially made to ease the amount of work & time in trying to assign these optimizations.

    Automation

    Aside from the optimization included, the plugin is also full packed with automation features like in which 'AAA' games have. Like when instead of the Player choosing the performance/quality settings. The game automatically sets it by 'default' or 'through-out' the game.

    And this plugin does just that!

    Automation Modes

    There are 4 Automation Modes that is available in the GFX Plugin.

    -Initialize, will check the best performance/quality scale at start of the game.

    -Initialize Call, will check the best performance/quality scale when called.

    -Linear, if active, will continuously check for performance/quality scale until disabled but it will only keep decreasing graphics quality.

    -Parallel, if active, will continuously check for performance/quality scale until disabled. But, unlike 'Linear', it will increase or decrease quality or performance real-time.

    Manual

    If the automation features doesn't suite your needs. Going manual is also there.

    Construct 3

    The Construct 3 SDK is still not available and the features that work on Construct 2 runtime doesn't quite work well on Construct 3. I will try to support it as soon as I can but that would be up to Scirra.

    Benefits

    -Game Graphics Quality Options

    -Choose Graphics Quality Automatically, On Start of Game, On Call or Real-time.

    -Manage Performance game all at once with a standard method.

    -Faster Performance

    Disadvantages

    -Automated Algorithm is still in its BETA state, there are some bugs and as of this writing, I am still working on a Stable and more Reliable Algorithm that is still not finished, but as soon as it is, i'll let anyone who bought this know.

    Support

    -For Quick Support : Visit me on the Discord Server : Construct Community

    -I am one of the member : 'ChadoriXD'

    -Invite Link : https://discord.gg/G3N57fG

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  • As a feature request, can you add an action set relative position & a condition compare relative position including the X & Y actions & conditions.

    This is to add an offset position to the object which has the Pin Behavior while it is pinned to another object. So it can freely move within the Pinned To object.

    Also, if it is possible and you have the time. Can you implement a compatibility to other behaviors like the Bullet Behavior by setting its position relative to the native set position, x, y. This is a tough one compared to the other one so only if you want to and have the time to do it.

    Thanks.

  • I've added the C3 version!

  • Bounded Drag & Drop

    An advanced version of the Drag and drop behavior. This drags and drops objects either by mouse or touch with advanced bounding features.

    C2 Addon Download Here: https://www.construct.net/construct-2/addons/94/bounded-drag-drop

    Contains 1 C2 addon & 3 examples .capx.

    C3 Addon Download Here: https://www.construct.net/make-games/addons/91/bounded-drag-drop/documentation

    Contains 1 C3 addon & 3 examples .c3p.

    Icons made by Freepik from Flaticon licensed by Creative Commons BY 3.0

    Bounded Drag & Drop is an advanced version of the official Drag & Drop behavior. One of the main bounding features this behavior have is the "Radius Bound" & "Position Bound", which can be turned on & off at the same time. There are also other included features in this behavior which makes this a very full-packed drag & drop extension for you Construct 2 projects, which will be explained below.

    There will also be a Construct 3 version soon!

    Feature List:

    • Official Drag & Drop :: Axis
    • Official Drag & Drop :: Enable Toggle
    • Dedicated Drag & Drop :: Bound To Features
    • Dedicated Drag & Drop :: Bound By Options
    • Dedicated Drag & Drop :: Bound Method Options
    • Dedicated Drag & Drop :: Exceed Bound Conditions
    • Dedicated Drag & Drop :: Complete Bound Expression
    • Dedicated Drag & Drop :: Axis auto-adjust to bounding inputs

    Feature Descriptions :

    Axis

    On the instance properties bar, you can manipulate the axis in which the instance can move while dragging; This can also be simulated using the Axis auto-adjust to bounding inputs feature. Depending on the option selected, you can simulate an Axis change by limiting the bound to values.

    Bound To :: Radius

    On Bound To :: Radius or Both, you can limit the amount of Bound XRadius or Bound YRadius to simulate the change of Axis effect. Check Example1 on the examples tab.

    Bound To :: Position

    On Bound To :: Position or Both, you can limit the amount of Bound MinX and Bound MaxX or Bound MinY and Bound MaxY to simulate the change of Axis effect. Check Example2 on the examples tab.

    Initial State

    On the instance properties bar & on the event sheet, you can enable or disable the behavior at any time you want.

    Bound To

    On the instance properties bar & on the event sheet, there is an option to choose the bounding to options.

    Off:

    The Off will turn off all the bounding options as if it was an ordinary Drag & Drop behavior.

    Radius:

    The Radius option will bound the object instance to its own

    BoundX Radius & BoundY Radius relative to its Creation Point (X,Y) or also known in the Actions, Conditions & Expressions as OriginX & OriginY which you can overwrite on the event sheet.

    Position:

    The Position option will bound the object instance's position to between

    Bound MinimumX, Bound MaximumX & Bound MinimumY, Bound MaximumY relative to its Creation Point (X,Y) or also known in the Actions, Conditions & Expressions as OriginX & OriginY which you can overwrite on the event sheet.

    Check examples, Example1 & Example2 on the examples tab.

    Bound By

    On the instance properties bar & on the event sheet, there is an option to choose the bounding by options.

    Origin

    The bounding will take effect on the origin of the object instance.

    Edge

    The bounding will take effect on the edge of the object instance.

    Bound Method

    On the instance properties bar & on the event sheet, there is an option to choose the bounding method. There are 2 options, Halt & Clamp.

    Halt

    This bounding method is rough and will immediately stop the dragging and maintain the previous position if the (dragX & dragY) or (TouchX & TouchY) has exceeded the bounds.

    Clamp

    This bounding method is smooth and will continue the dragging of available axis that haven't exceeded the bounds while maintaining the previous position of the exceeded bounds.

    Actions, Expressions & Conditions

    Actions:

    Conditions:

    Expressions:

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Chadori

Member since 10 Oct, 2014

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