ThunderZ's Forum Posts

  • The license change to a subscription model (Raaaa SERIOUSLY !!!!) + the lack of real think news about C3 (yes ok the editor is new and portable but engine is the same) and the most important part for me the lack of NATIVE EXPORT WITHOUT THIRD PARTY PROGRAM is my main frustation.

    I keep on your position since many years Ashley and yes since the years and years past HTML5 wrapper and mobile support is really better and better.

    But i don't want to wait 5 years to build a simple game with 40 mo of packing garbage cause of export.

    The only think i agree 400% with you is for 3D, Construct 2 is a 2D product and is doing those thinks very very well and very very simply.

    You could make very nice and great game with some knowless about GPU and Shader (the best thing you've added in).

    I prefer paid a price for something i've better than a subscription.

    For me, for now (maybe this could change) i'm sad to say but i won't be a Construct3 User. :'(

    i've buy GameMaker Studio 2 and it's really perfect, fun and easy : https://www.yoyogames.com/gamemaker/studio2

    and have all the point i need.

    I've never go with the first version because of the editor and the workflow.

    The new version is really good.

  • Problem Description

    I've download the R240 for testing the webgl2 change but C2 won't start it seem to broke my license.

    code error : 0x800b0100

  • For pure 2D game on PC target, Construct2 is a very very nice product with good capability.

    For mobile game for me construct2 isn't a good choice, too much dependency of crosswalk and other tiers products to make a viable export

    lot of limitation and no good perfs at all (viable for low game with limited number of game object and effects).

    Unity3D v5 is now free and really awesome very fast game prototype to and the 2D engine is really awesome. (and yes you can do 2.5D en 3D game but this is not the comparaison point).

    For me the advantage of unity is the true performance, low size runtime.

    Construct2 isn't bad but isn't good too

    The only things that will make you win time is that construct2 is delivred with build-in behavior/add-on speficique for 2D game.

    You need to buy/code or use free code source ressource for your 2D game on unity (very easy to find and setup for 2D game (try prime32 character controler2D for example)).

    They is no perfect choice at all if you don't know to code and depending you game or platform target.

    I personnatly switch to unity for the dev product and keep my construct2 license only to test some idea (game prototype)

    PS: with limited knowless in code unity C# is easy as construct2 code logic (and you have great visual code pluging on unity3D (no code juste drag and drop))

  • OK an other idea Ashley :

    Pooling System

    Actually this is something i use under other engine because create/destroy is consuming lot of ressource.

    I use it first time some year ago for shmup.

    Here some idea for this behavior or generals system :

    Spawn from Pool "pool instance" / "object"

    Trash to Pool "object"

    some setting idea :

    Object to pool : ref of the object

    Pre-cache object : allow creation of xxx objects on start of the layout

    Pool Size : Size of the pool (number of object)

    Allow Re-use : Boolean (if the max object is reach, allow to spawn an other object using the 1 of the pool (the most old generate), if not allowed, no spawned objet)

  • Others ideas for Santa Ashley :

    Priority -1 : (more critical than 0 <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">)

    30 FPS MODE (or the ability to fix the framerate/frameskip) :

    I really prefer an fixed smooth 30 fps mode than a flickering 60 fps mode (47-58-43-60, .....)

    This will help a lot for less performance wrapper.

    (last HD game console use this, why not use ?)

    Exporter using other technologie

    Haxe is a great sample for new cross technologie.

    But i understand that you can't waste all that you have done allready with C2.

    But why can you try to mix the two solution ?

    Their not allways oposed or uncompatible.

    And we don't need to keep a true HTML5.

    I'm thinking of Croxit.

    https://github.com/waneck/croxit/

    An webview implantation using Haxe that have really fast performance.

    You use it simply like a exporter for HTML5 and if you write/use more your could acces advanced feature with the NME integration done in it.

    NO CONSTRUCT 3 !!!!!!

    for me if you're allready thinking in C3, it's that your actually choice (technologie) are good for a long time production cycle.

    And you can't shame us about the poor perf of html5 gaming.

    C2 is mainly a Game Engine so performance and trully export is the key.

    You make allready a impressive work for a none coder engine.

    It's fast easy and to use.

    But personnatly if you allready switch to C3, i'll think that i waste money on C2 and prefer to definitly switch my self on an other engine that i'm allready using like Unity3D or Godotengine (i need to really make some test to gamemaker for 2D project).

    Keep going on C2.

    Maybe you need to keep more calm on beta release.

    Make use only 1 beta/month but with more deep change <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    you make great work on C2 don't waste it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • Ho yes an others requests for Santa Ashley :

    -> If a global timeline isn't possible (plzzzz make it append !!!!!) maybe a movement editor could be cool too

    i use a lote move_to behavior for all animation (setup manually coord + enable the behavior for the move)

    a more friendly editor with the same system could be great

    -> advanced particule, the actualle particule system is great but lack some features

    ex :

    color change/blend

    the abilitie to edit/visual the particule, actually only showed on the runtime

    ect...

    -> Animated Tile map or Tile animation

    -

  • Ashley,

    i've a question about C2 internal design.

    Actually C2 is using layer and Z-order priority for the draw.

    Did you thing you could add/implant a global scene graph / node graph for add more global and usefull feature like timeline or other one listed ?

  • Dear Santa Ashley,

    I know that you've just finish your for 2014 so i start a new list of idea/feature that i want to see for C2 in 2015.

    I promise i'll keep calm and that i'll do all my code with C2

    1 - Time Line Editor

    This is for me a MUST HAVE for C2.

    Just like GodotEngine, Unity, Cocos2DStudio, MightyEditor (they use phaser)

    this will be soooo wonderful and powerfull for C2 to have something like that.

    Drag/drop objet on list, create animatin that modifie variable of the object and voila

    you could create a complete menu animation with different sprite/bouton.

    moving easily ennemy or background probs with out anycode (just something like systeme -> play_timeline ("Grats to Ashley")

    The possibility with a timeline editor will really extend C2 capability

    2 - sub-object creation or link/pin in the editor

    Actually the design of an objet is limited by his own nature (sprite, bg ect...)

    Why not imagine an empty object that you can create like a little scene (or like an other node (GodotEngine design))

    Imagine an object Player that will have :

    -> a sprite like now with multiple animation and sprite and multi imagepoint

    -> a particule attached on a imagepoint (and not like now attached and positionned by code and layout startup -_-') for a jetpack for exemple

    -> sound attached to the player

    -> ect....

    When you create a level, you will only drag the global object "player" and the subobject will allready be here and setup.

    Maybe the actual conteiner can be expend on this way.

    3 - Extend the Editor + Add Editor Gizmo for add-on/behaviors

    Actually for me the force of C2 isn't is code engine, not because the core engine is bad but you can have the same on other engine (html5 or not) with the same or more feature.

    For me the strongest thing of C2 is his editor and the perfect integration with his engine.

    A good way to extend the editor is like the 2nd point, the ability to link object/setup object.

    -> Pin object to a other directly in the editor

    -> Setup physic in the editor (creation joint ect...)

    An other good thing could be the ability to have Gizmo/Debug draw on the editor or in debug lunch.

    Exemple:

    I've a trigger that active a door.

    In my level i'll have different trigger that activate different door.

    Each trigger will have the reference of the door that it'll activate.

    A little colored square for exemple and a line between the 2 objects could be a good things when C2 detect a object reference in a object variable.

    4 - Mobile Export / Game Export / Application Export

    Actually this is an old subject that have a lot of posts about it.

    But after all the only reason of this subject is the performance of C2 on mobile device.

    you make the choice of the futur with HTML5.

    This was an anticipated choice when C2 start and clearly now the sky is more blue.

    The main problem is that C2 doesn't have the total controle of the output.

    We ALWAYS use a browser (embeded or not), a wrapper, ect..ect..

    the globals optimisation of draw call ect.. can't be done by C2 directly and depend a lot of the export.

    You have implanted great things in the past like webrtc ect.. but who use it really ? how many project/game use it ?

    You take technologie choice that in my opinion good in the futur but not totaly perfect or powerfull in 2014 or 2015.

    You say that solution decreapeted like ejecta/coconjs aren't good because they don't support some webfeature ???

    But the WHO CARE ABOUT THAT ??????? O_o

    If someone is using C2 to dev a full featured web application OK, build a full export with cordova.

    With an exepensive build-in engine, that will make you have an fat an heavily memory print export.

    Solution like GLESJS for exemple or other litte wrapper where not bad at all.

    I know that in a commercial society you can't support all of that solution.

    But why not have your LITTLE / FAST / LIMITED export.

    C2 is use for game.

    And in the most part for mobile game.

    PC gaming are less impacted using node-webkit and don't really care about performance.

    I just ******* web feature that i don't need and NEVER use.

    I just want basic input (touch), play sound and draw sprite that all we REALLY need to make a game.

    So in that way why no make avaiable some specific export of C2 that will target not ALL the feature but just some of same to make game

    And if someone will need more feature he will use more fat solution but with all the feature build-in.

    5 - After and not the Last

    Thx Ashley and globally all the C2 Team and this community.

    An engine is nothing without users and community.

    And i love this one

    Happy New Year 2015 for and Great New Features for C2 (a timeline, a timeline, a timeline )

  • I love you snow pack Sean

  • Ashley is keeping is roadmap internal.

    It's maybe more easy to work like this for it.

    Maybe i hope some optimisation (the ability to make sprite batching) and new feature (animated tile for exemple)

  • yes but i'm on vacancy for now just testing on phone by downloading the pak in 3G (soo slow).

    I need to test construct2 project/demo/sample when i come back home.

    But it seem very promise

    I think that YES HTML5 will become a standard with great encapsulation for mobile OS and dekstop OS and Construct2 make a good choice for the futur with standard coding language with HTML5.

    But for now the true is that HTML5 as weak performance for mobile and low system.

    It's for that, that compagny and investor work hard with lot of money sometime to build a production pipeline that could work easily and fast :

    Cocoon, PhoneGap, IntelXDK, Cordova, Herlock, Titanium ect..ect....

    A basic support oriented with basic (with limitation for sure) feature for have good perf on mobile will be for me a good solution and a good choice for C2.

    GLES.JS could be a solution (the online presentation is really well explain).

  • Did you download and test the APK demo of GLES.JS ????

  • Well i've an Xiaomi Mi3 that is really strong phone (they have lunch the Mi4 !!!! I love it too).

    I use the devmode of the Miui Rom that is very usefull and powerfull (the best android rom for me (v6 comming too :p)

  • True their is no pool for that and that not the topic.

    Yes you can use and do others apps with C2 but this is not the best tool for that, C2 is design with a main focus doinf game (see the sample and the behavior type).

    The topic is an old subject about a reality, the performance of HTML5 -> C2 under mobile with native encapsulation.

  • Yes but the "futur" support for using well HTML5 app with similar native perf could be very very long.

    I prefer to have a solution that is limited but trully small and efficient for doing what 99% of users do with Construct2 : Mobile Game.

    i don't need ajax, json ect.....

    Just to draw the sprite, audio support, save some data (the way you want), input, and the way to lunch some link for external social support + ads.

    Don't need a perfect web object support ect...

    I prefer a solution that is veyr fast and very tiny for mobile game with some limitation vs a heavy and slow solution.

    PS: test the demo Tsunami Cruiser run with sound at 60 fps without any problem.

    PS2 : yes a 10K sprite demo is nothing without game engine pipeline sound ect.. jsut a testing for wrapping api but a good test to start.

    Did you test also Ejecta V8 Engine : https://github.com/godmodelabs/ejecta-v8

    Perf are really good too (better that basic browser (chrome last version on android not too bad)).

    https://play.google.com/store/apps/deta ... mple&hl=en