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    Obviously, you cannot pirate C2. As with pirating any software, it's illegal, so closing this thread.

    We're also a small company and we've long seen high rates of piracy of C2 throughout its life. I don't expect piracy to disappear overnight or end because I made a forum post, but if everyone using a license actually paid for it, we'd probably have been able to hire an additional developer or two and take Construct 2 even further during its supported life.

    As it is, Construct 2 is approaching 10 years old, and no software is supported forever. It's normal that old software is retired and eventually becomes unavailable. The new version, Construct 3, has been available for a few years now. It's even better and I genuinely think the pricing model is fair. It's also much more sustainable - I was the only developer who ever worked on C2, and expecting me to support C2 alone for more than a decade after a single payment is ultimately uneconomical. C3 has an even lower barrier to entry with its monthly pricing, we can sustain that long-term, and we've even been able to hire additional developers to take C3 even further, which is one of the reasons it has so many more features and is still getting even more. That's the option for new customers, I think it's a great option, and indeed more people have taken up that deal than ever did with C2!

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    Please contact supportddi@construct.net for any issues with purchases.

  • Have you tried the latest beta? It looks like it might be a bug we already fixed.

  • It's been suggested in the past. It means making layers into a tree structure. It would be great, but would also be a complex and time consuming feature to implement. As with all feature requests, we're a small team with limited resources, so we have to carefully prioritise what we do. There's several years of feature requests already filed on the suggestions platform.

  • In your example, 'body' appears to actually be a Sprite object. So it's not just an image.

    You still haven't said any actual differences between the 'body' sprite and the 'Character' scene. I assume this is identical to just treating 'body' as the root of the scene graph. If that's the case, then there's no point having a 'Character' item, because it doesn't represent anything meaningful. If that's not the case, then what is the actual difference? What does 'Character' do that 'body' does not on its own, as a Sprite object with a scene graph of other objects attached to it?

  • Thanks for putting this together, it's useful for considering how the scene graph works.

    I'm not sure what the difference between the "body" object and the "character" item in the project bar is though. It seems to be that they are the same thing. There isn't really a concept of the "character" being its own distinct thing - it just emerges from the fact everything is connected to "body". So it seems to be that the tree could just be shown under "body". Then that could just be shown under the existing object types folder, without needing a separate "scene" folder. That would simplify the feature quite a bit. What do you think about that?

    Image 4 seems to recycle the family editor dialog for scene graph. I don't think that's appropriate, because a scene graph is a tree, but a family is just a simple collection of items. The way you showed it in the project bar is more appropriate.

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  • As mentioned in the other thread you posted, this is something that affects a lot of games that use the Box2D engine. You just have to deal with it with your game design, or try adjusting settings until it's acceptable.

  • I don't think that's directly related to the matter of objects sleeping, so I don't think going in this direction will help you.

  • Why does it matter? Sleeping is an internal optimisation in Box2D to avoid processing objects that aren't doing anything. If Box2D does not make an object sleep, it's because it deems it necessary to continue processing it. It's not a bug or something that needs fixing, it's just part of Box2D's design, and applies equally to the many thousands of games across the industry made in a variety of technologies and frameworks that all use Box2D in one way or another.

    It's better to focus on making a good game than running down the rabbit hole of technical minutiae like this.

  • If you need to control instances individually, then you don't really have a choice, you have to add the effect to individual objects and not use a layer effect. If you have an effect on both the object and the layer the object is on, it will process the effect twice, which is wasteful so probably makes it worse.

    It's also not guaranteed that a layer effect will be faster. It depends. There is quite a high CPU performance cost for each effect, so one layer effect has a lower CPU overhead than lots of objects with their own effects. But a layer effect must process all the pixels on the entire layer, which can be a larger area than just the objects on the layer, resulting in more GPU work. So whether or not it's faster depends on the precise balance of number of objects, rendering area, CPU work and GPU work. It's not easy to say conclusively that it helps either way, it's just an option to try - and as usual the only way to know for sure is measure it.

  • Construct is for making games. This doesn't sound like a game. So it's not something Construct has features for.

  • I'll update the target SDK value for the next release. This is routine stuff that happens every year now.

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Ashley

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