Havok's Recent Forum Activity

  • Thanks Ashley. Very handy indeed.

  • What exactly does that option do specifically technically when chosen to create a new project in Construct 3?

    Is that only for scaling purposes?

  • Havok

    I will definitely make tutorial on these topic

    but currently i am working on some tutorials

    1) maze (a) key (b) door

    2) purchase from collected coins

    3) One Excel Tutorial

    after these I will make Player follower tutorial

    I do all those things when I go for home after my Job

    Fantastic! No rush, just some ideas for you.

    Thank you for the tutorials, there can never be enough

  • luckyrawatlucky Pretty cool!

    How about a Player follower tutorial?

    You will see the "Ghost" player follow the movements of the Player a bit afterwards

    https://youtu.be/M8beT4d7HIw?t=1m20s

    I think one will probably store the movements in an array but not sure.

    Another easier take on this is like the Orb that follows Ori. not the same tutorial though since this one is a bit easier...but cool nonetheless.

    https://youtu.be/-Ys8MvlfiMA?t=16m35s

    An inventory tutorial.

    A Wall climbing / Hanging tutorial.

    Charging attack / Shoot Tutorial.

    ....thinking about this some more and to try sound less cynical about the performance issues.

    The opposite is obviously also true.

    If there are major breakthroughs from Chrome et al (Khronos group) with HTML5 and WebGL2, etc then we reap the benefits.

  • I would love to see the tests like this with Fusion 2.5 and Stencyl as well. Both have free versions.

    Moot Yeah and to be frank the last thing I care about currently is making Browser games.

    Does that then mean that I'm not Construct's target audience?

    Looking at the Newgrounds competition and Ashleys comments in this thread it does seem that Construct is more of a "fill the void Flash left" and "one day all games will be played in a browser" movement rather than to be a game engine for the desktop / native phones etc.

    That might all be correct "someday".

    Anyway I'm still here looking at where it's going but I'm not going to lie, I'm also very keenly checking out Fusion 3 that seemed to have fixed most issues people had with mmf2 and fusion 2.5. I.e it's a complete re-write.

    I really love Construct, the quickness of getting something up and running, the cool behaviors, the excellent event system but I need to look at where I eventually want to publish too and if the games I make is in the scope of Construct.

    I appreciate all the benefits Chrome / html5 / Webgl brings too but it doesn't help we champion a technology and also rent the privilege to do so.

    I guess color me cautiously optimistic at this point in time.

    We can argue all we like about the tech and why it's this or that...

    If the game you want to build for your target platform does not perform as it should on the client machine you are dead in the water. End of story.

    The customer sure as hell doesn't care if it's HTML5, C++ or freakin Basic.

  • Thanks Guys, will check a bit later.

    > C3 runs in the browser, with all the benefits that brings, but also with it comes all the negatives. i.e Construct 3 won't be as fast in performance as Fusion 2.5-3 , GameMakerStudio 2, GameSalad, Stencyl, Unity.

    >

    That's not actually exactly right: in some cases the browser tech is very advanced and can exceed straightforward native code. For example Chrome has a sophisticated parallel rendering architecture, so all WebGL calls are forwarded to another thread and run in parallel while the next frame starts rendering. This essentially lifts the performance overhead of the graphics driver off to a different core, which can actually result in improved performance vs. a native engine that does not implement such parallel rendering. It's a difficult and complex feature to get right, and we certainly didn't try for the CC or C2 editors. So this aspect is probably faster because it's in a browser. On top of that we moved from OpenGL 1.1 in C2 to OpenGL ES 3 (WebGL 2) in C3, and C2 has a lot of JS <-> native transitions which is expensive performance wise (and can more than undo any performance gains in the native code), and C3 has no transition overhead because it's all in JS.

    So you can't just say "it's slower because it's in a browser". There's a lot of tradeoffs going on, and in some cases leveraging the browser tech brings improvements even over native code.

    I hear what you are saying Ashley and yes there are benefits.

    Real world usage looks different currently, although unfair since C3 is still in Beta.

    It's one thing running benchmark set up for specifics. It's another when a "Non Coder Game Developers" starts using or comparing the engines back to back and make the conclusions based on what they experience first hand.

    So far I'm feeling quite confident that it will be fast enough for my needs although I'm obviously not the only one with concern looking at some of the posts. I'm just wondering where the ceiling lies and if the memory usage are so high (Chrome + Content exported to a Runtime be it Desktop or Phone) that there would be a higher Minimum Requirement on end users to play our games.

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  • https://tinyurl.com/lddg862 <-- link to small screen recording.

  • Very cool!

    Keep it up.

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Havok

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Member since 20 Jul, 2011

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