tunepunk's Recent Forum Activity

    > Yes they got that. Hopefully C3 has better mobile export options. That was pretty much a given one. They never really marketed C2 as a mobile game engine, more of a desktop html5 engine, but it's nice they are taking notice since html5 games run fairly smooth on mobiles nowadays.

    >

    I have to disagree, WiiU, iOS and Android are three of the top four platforms they are advertising as "Build Once. Publish Everywhere." on the Scirra homepage ( https://www.scirra.com/ )

    Looking at Construct 3, it's the same, they list "HTML5, Steam, iOS, Android" and thankfully took off the WiiU export ( https://www.construct.net/ ).

    Also, desktop export has been a nightmare, our game still doesn't work on Linux and Mac OSX because it's larger than 500MB.

    Once again "Serious" developers are getting surprise gotcha's that you may not have encountered personally/yet, but they basically are show-stoppers. We spent the past year porting our prototype to C# in Unity and have made immense gains that would be seen as "impossible" to people who haven't yet encountered the dark side of C2 and started looking around at what other engines have been up to since CC died.

    I don't even know why android, iOS, windows phone etc, is on the list for C2, since it pretty much required 3rd party build service. I'm not arguing with that, exports to advertised platforms should work... period... without hassle. You need to be able to run your games....But providing a plethora of plugins for every ad network, monetization model, game type and platform. I would not say that's scirra's job, especially not for the price we're currently paying, which is dirt cheap.

    > I wouldn't call anyone "serious" who can't even invest in their own business, blaming everyone else for not providing a smörgosbord of everything that you "might need".

    >

    A functioning export is a pretty fair request of a game engine you're paying for. I bought my C2 business license for the same price as Visual Studio 2010 Professional which came with a whole lot more content than Construct 2, but it's not designed for making 2D games so of course I didn't expect it to do the things I expect C2 to do (and similarly I don't expect C2 to do programming specific things VS 2010 does)

    Yes they got that. Hopefully C3 has better mobile export options. That was pretty much a given one. They never really marketed C2 as a mobile game engine, more of a desktop html5 engine, but it's nice they are taking notice since html5 games run fairly smooth on mobiles nowadays.

    I think most issues ranted here are non issues. You have a pretty basic editor, with a basic toolset, and a basic setup of behaviors and plugins. Where Construct shines is that they have the Event sheet and the capability to make and add your own plugins.

    Nothing for serious developers? Out of the box no, but if you're really that serious and in need of monetization the only thing stopping you is your own ability to create the plugin to fit your needs. Blaming the devs for not providing this and that plugin is a bit childish.

    Ludei, Photon cloud, etc. etc. are providing their own plugins for C2. If there's any plugin you're missing go hunt down the service provider and ask them to provide one, or... get some skillz or invest in a coder, get the SDK's and make your own plugins exactly the way you want them.

    I wouldn't call anyone "serious" who can't even invest in their own business, blaming everyone else for not providing a smörgosbord of everything that you "might need".

    I have no need for monetization plugins, I wouldn't wanna ruin my game by slapping ads on it, so for me those kind of plugins is not something I would like them to spend their time on. But if you need it, check with the ad network to provide their own, make a case, we are so and so many who would like to use ur network, maybe they will do it. Or pay a coder to do it for you. If ADs is part of your business model and would allow you to earn money, why not invest in your own business instead of complaining? A decent coder should have you plugins done in a fairly short time provided the SDK's.

  • I managed to get about 40-60 fps now on pretty old midrange phone. with shadows on. with a bit lower resolution. A bit of tricks and optimizations I can probably get it a bit higher. A have a quistion about the raycaster, I can't direct it in any angle? or do i have to parent it to another object?

  • If u use mac here's how to do it on mac as well.

    https://www.scirra.com/forum/pro-tip-open-c3-in-app-mode_t189550

  • I managed to solve it. It was pretty easy. I exported a json file with all the animations in one long animation. Then I just opened edited the json file and renamed the frames. frame1-4 idle, frame 5-9 walk, frame 10-13 death etc etc.

    "morphTargets": [{ "name": "frame_1", < this was the only thing I hade to rename in the json file to have multiple animations. frame_1 was renamed to walk_1 etc etc.

    Might be useful for anyone who is using an exporter that doesn't support multiple animations. Renaming the different frames is enough.

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  • Right now I think Clash of Clans, or Angry Birds type art is quite popular, but it all depends on the feeling you want to give the player, the type of game and the Audience. "Hyper light drifter" style is probably my favorite when it comes to pixel art. Looks more modern yet retro. Games like "Below" looks retro looks a bit retro but is not pixel art. Play around with it, find some games that inspire you.

  • QuaziGNRLnose Thanks, I managed to get the animations working with the maya exporter. Now I only need to figure out how to have multiple animations in one json file, for tweening/animation blending. could you provide new links to examples as dropbox links are broken? I want to check out mobile morph demo, and get some more insight how to optimize for mobile.

  • QuaziGNRLnose Every time I try to use a json model file with animations I get this error message. Do you have any guide on how to import animations? I'm using clara.io to generate the json file. Is you plugin using an old deprecated version of Three? Any help appreciated.

    Need help on how to import animations.

    This is the error message I get.

  • It's probably doable, but It wouldn't really make sense to use a game engine to do that. There's probably tons of better ways to set up surveys, if you google a bit. But I would think it's doable... for sure with all the plugin like firebase etc at your hand.

  • > but who knows, maybe they had an intern there who they let have a go in the tabs. :p

    >

    No, the tabs are all my fault C2 has multicolor tabs too, and this was meant to be the C3 equivalent of that. But the main thing is our designer Paulo hasn't had a chance to go over the editor UI yet, so it's all programmer-art equivalent of UI design at the moment. We'll get Paulo to look over it soon.

    Cool. I trust you'll fix it... Multi-color or not, as long as they fit in nicely with the rest of the UI later I'm happy.

  • Found this the other day, as I was looking for an easy way to share files and images like how Dropbox worked.

    This however, requires that you have your own hosting with SFTP/SSH permission. If you have that it works pretty much like Dropbox. You place your files in a local folder and it Syncs the files with your FTP/hosting. Very easy to set up and use. It can also generate a public link for easy sharing just like Dropbox.

    It's free/open source, and Storage/Bandwidth is only limited to how much your host/ftp server provides you with.

    check it out. I like it a lot.

    http://ftpbox.org/

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tunepunk

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