alastair's Forum Posts

  • It has perform very well so far in my tests. BLOK DROP U runs solid and is a very physics driven game. I have heard CocoonJS does not do so well in that regard. My new title I'm working on has been running a solid 58-60 FPS.

    That's cool, though I wonder how it performs with more graphically demanding games.

  • I can understand Ashley's position, even though I've felt the same way Arima. MMF2/Clickteam spent years making exporters, but the performance, issues and features were terrible on every one of them (especially since MMF2 is so reliant on 3rd party plugins for features) you can't make a big/serious game that runs on more than 1 platform (or 2 at best if you like limitations). C2 has been in development for a fraction of the time and is already in a much better state than Clickteam's.

    The XP/Vista thing is a shame, I'm suprised 10% of steam users still use it.

  • o yea

  • Arima, You often mention that you can just dump a lot of events under a "object > 0" to be more efficient with events, but would this not be contrary to how Ashley has explained the collision cell system (which is as far as I understand the only way collision should be done).

    https://www.scirra.com/blog/ashley/6/co ... on-in-r155

    [quote:28xpwteo]To avoid this, our new advice is: make sure collision conditions are the first condition in the top-level event. When no objects are picked, the collision conditions can make efficient use of collision cells to reduce the number of checks made, ensuring performance is good in all circumstances.

    So it seems clear to just put overlaps as a top level event and condition (nothing above it) if we want to gain the benefits of cell optimization.

    [quote:28xpwteo]If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells ... If a prior condition picked a large number of instances, it must brute-force collision checks again.

    But this statement brings up ambiguity, so it's saying that if the overlap comes after only "certain instances" or "large number of instances" it won't work — this implies that there are some unspecified circumstances where we can have the overlaps use cell optimisation when placed after other events/conditions, but what are they? It's too annoying to test, since the debugger doesn't distinguish between cell optimized collision checks and brute force collision checks.

  • Most impressive videogame made with Construct 2.

  • Cool. Here's 3D cube effect thing he made (hidden in the topic):

    https://dl.dropboxusercontent.com/u/5426011/examples21/paster_3d_6.capx

  • I would love to skew things.

  • spy84, pretty much all the best users from MMF2 have moved on or are moving on from it because it's such a pain to work with. Dungeon Dasher's for instance will probably only end up working on their Windows Exporter, whereas with C2 it's guaranteed to at least work on Windows and Mac.

    Clickteam basically decided almost a decade ago, to stop improving MMF2 and focus on exporters. Which is like if Ashley decided to stop developing Construct 2 at release 45 and then only developed exporters. (Although they did finally realise after seeing Scirra's excellent design that they should at least start making MMF3 which they've been doing for a couple of years, which is aiming to be similar to C2 in some ways.)

  • bjadams hopefully in a year or two!

  • , there's a difference between RAM and VRAM. Arima said the entire game is loaded into RAM but with layout-by-layout only the current layout is loaded into VRAM.

  • Nicely said Arima, I agree.

    tomsstudio, awesome! Would be cool if you got Scirra to hire you.

  • Doesn't matter how you get the images into Construct 2, they're treated the same once they're in. It's how you export the images when exporting from Construct 2.

  • For offline/nodewebkit, does each exe use a different storage file thing? (so we don't need to worry about conflicting keys.)

  • Ya, I'm not fond of company/whatever cutscenes at all (unless it's used inplace of a loading screen). It's okay/cool the first time you open a game, but watching it 5 (and with games you love 1000) times is entirely unacceptable and adds up a lot over time where people are tired of watching (and even pressing a button to skip it gets tedious). Menu work etc. should be as efficient as possible, so that the player is in the game ASAP!

    Ideally viewing credits by itself should be optional, don't force it on the player and waste their time if they're not interested. Or have it small somewhere, like in the corner of the menu for instance. (I feel the same way about advertisements taking up the entire screen though.)

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  • I wonder if they'll want us to send in mappings for our controllers with this new input method?