CairoCreativeStudios's Recent Forum Activity

    lcizzle, Anyways, I'd like to get back on topic here for a minute and challenge what you said originally. I honestly don't think that comparing an engine with another by the games made in them is a good idea.

    I mean, we all know there's a LOT of great games made in GameMaker. Most people, even though C2 is rated best anywhere I've seen it, still go to GameMaker or Unity when making games and seem to completely ignore C2. And I feel like it's the mindset of people checking the games made in the engine first that makes this happen, before they even research what the engine is actually capable of.

    It's not really fair to compare it this way because GameMaker and it's community is much older and bigger than Construct's. This kind of mindset is destructive for Construct and it's users, because we all rely on Scirra being successful.

    lcizzle, That's quite interesting, I had no idea that C2 worked that way. And I guess as far as GameMaker goes I wouldn't have known because there's no visible code for how the 2D things work. So I guess that they both could have better 3D support down the line, which is pretty cool. But neither support 3D very well as it stands, so I still wouldn't call them 3D engines.

    Though, saying "If game making is just a hobby for you then just sit around and camp out the sales. $799 for the full collection is pretty cheap if you intend on making a living from it." Is blatantly saying that someone who can't afford to spend the money on it doesn't intend on making a living from it, and that it's "Just a hobby". So, that WAS quite rude, and quite unnecessary.

    "Defeatist attitude. If your thought process is like that then no tool can help you. For half the price paid for C2 personal you can grab Unity for free + PlayMaker or FlowCavans and not have to touch any code at all and just visual script to your hearts delight. The answers are there, you just have to look." The first sentence here was quite rude. You seem to assume that I don't think I could be successful with Unity, which just isn't true. I was just saying that I don't think Unity is worth the time and effort, because UE4 is just as (maybe more) capable as Unity, it's free, and easy as hell to use.

    Whether you agree with me means nothing to me, but that was rude. I don't care about you opinion on any of this, there's no reason to undermine someone just because you don't agree with them. THAT is what gets threads locked.

    I'll trust you when you say you didn't mean to though. I understand though, it doesn't matter whether you're native or not, all people think differently, and sometimes things that were meant to be innocent will come off as rude, it's completely natural.

    Obviously a bit of what I was saying was misinformation, but the main point I was trying to make is what I believe is important, and I hope that that is what people notice, rather than my misinformed understanding of how some of the engines are made.

  • The message means that you have some kind of object on the peer side that is a world instance (so it's not your mask and player sprite, but rather something like a Function object) that is attempted to be created like on the host side and is attempted to be created in a layer that exists on the host's and not on the peer's side.

    I don't believe the Function object is being synced.. Is it possible for it to conflict with something else?

  • Kyatric Well, I thought I had figured it out, but nothing I can do aside from not syncing the player mask can fix my problem.

    , you got it! Pretty much, as far as I see it, which one you choose is just about which one you feel most comfortable with.

    As long as it can make what you're going for, that's all that matters. I like to flip between engines and tools when designing games.

    For instance, I'd like to use Unreal Engine 3 for a Rogue-like platformer if I become a full time dev, because I have a lot of experience with it and it performs extremely well. I personally believe it holds it's own against Unity as far as scalability and I've used Unreal Script since I started high school so I know it pretty well.

    I've found that GameMaker has A LOT of great games made in it, but if you've used that for as long as I have you won't be surprised. Most of the developers who've made amazing games with it came from the days of what is now the sandbox... I love that place... Apparently it was taken down though, so it's only accessible with the Way Back Machine :'( https://web.archive.org/web/20160311235 ... games.com/

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    lcizzle, there's really no reason to be rude. You don't have to agree.

    I'd just like to point out that a lot of what you just said is completely wrong. Especially about 2D engines also being 3D. In order to be 3D it needs to have a third dimension, which GameMaker, Fusion, and Construct 2 do not have.

    Insulting people who don't have 800$ laying around is not only unprofessional, but incredibly rude, regardless of the topic. There's a reason Construct 2 is only 100$, UE4 is completely free, and Unity made a free version. It's because some people just don't have the money.

    Also, https://www.unrealengine.com/news/unreal-engine-4-wins-develop-industry-excellence-award-for-best-engine

    Let's agree to disagree. At least without resorting to insults.

    But uhm... where did you ever get the idea that 2D graphics aren't hardware accelerated? I've programmed both 2D and 3D graphics before with C++ and HTML5, and have never heard of that. Even by trying to Google it, I can't seem to find anything about that. I can find plenty on how OpenGL and DirectX use hardware acceleration to run 2D and 3D graphics, but not much about 2D not being supported.

  • Okay, here it is: http://www.mediafire.com/download/2gbkg ... 9/bsh.capx

    In order to test it you'll need to start the preview through the multiplayer lobby, and create a match by pressing the button with a plus sign. When the host creates a match you can join it by pressing join. When a player joins the match they enter the Training layout, which is where the error is happening.

    Thanks in advance <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    lcizzle, I wouldn't say that.

    Fusion has less exports. If you're focusing on PC and Mobile only, Fusion is okay, but it doesn't seem to have any console support yet. As has been said before, projects won't be easy to move to the version.

    C2 Supports two of three main consoles so far.

    Game Maker, if you can afford it, is comparable to C2 as far as it's usefulness because it has a couple more than C2 and is native.

    As far as what someone can make in them, they're all equal, and the games made in them aren't good evidence of that. None of them are actually any better for development. They all have their strengths. Obviously most people here prefer C2, or we wouldn't be here, but realistically no one engine is better than another.

    This isn't like 3D engines when pretty much anyone can easily learn to make games in UE4, where as Unity requires programming experience and takes a long time to learn to make anything worth noticing.

  • Sounds good, I'll upload the Capx as soon as I can.

  • By the way, you can export the save info as an Array in JSON format. I'll make a tutorial for it all if you need.

  • If you're still interested in my level streaming system, I will make the tutorial tonight.

    Basically, I made a family for Loadable Sprites and a Loadable tilemap, a MapSection object which was a tiled background with the same size as the screen, and used local storage to load and save information.

    The MapSection object is given a PID instance variable which stands for Positional based Identifier.

    I assigned LoadableSprites and LoadableTilemaps the same variable, but the value is given from the MapSection that these objects are created on top of.

    I then made a global variable called MapName, for the name of the map the player is playing or editing on.

    You must know how to use the TokenAt function within Construct 2. I use this to save within the local storage MapName_Sprites_MapsectionX_MapSectionY and MapName_Tilemaps_MapsectionX_MapSectionY

    I then would say, every tick, if player is not Overlapping a MapSection with the PID of round(PlayerOrCameraPosition/screensize)*screensize [this will check the current screensize grid section the players viewport is within]

    Load from the LocalStorage the keys of the corresponding position and the positions up, down, left, right and diagonally from the player.

    The keys themselves will hold the information for what Sprites and tiles to load when a MapSection is created. This is done by the player adding them.

    The values themselves will simply be the JSON value of the families at that point in time.

    After all that is done, just delete objects when the player is far enough away from them. Remember that they need to be saved with localstorage first though, or they will be completely gone.

  • It's great to see that your game got Greenlit!

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CairoCreativeStudios

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