The sad truth of Construct 2

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  • sqiddster - in terms of file I/O, there are some HTML5 technologies that can effectively do that but sandboxed to a domain. Basically there are several features you'd think would be specific to node-webkit, but actually can be interoperated with a web browser in a useful way - and that makes porting much, much easier. Having platform specific plugins generally goes against the purpose of HTML5 being portable everywhere.

    True Valhalla - I think you missed the point of my post - it's more about where things are going, than where they are now.

    Konidias - running a game through a browser probably does need more resources, but often it doesn't matter. It doesn't matter for desktop games. One day it won't matter for mobile games. Also Apple are one of the strongest supporters of HTML5 on mobile; for a long time Safari has been the best mobile browser by miles. I think if they wanted to hold it back, they could have done a lot worse and still been better than everyone else. WebGL is technologically complex and has a few issues mainly around driver compliance, which could be a contributing factor to Apple's decision to hold off for now. We'll just have to wait and see though - I have a feeling Chrome for Android could put pressure on Apple to compete and match it for features, which might influence WebGL support.

    jayderyu - I think you're behind the times. Did I mention you can already enable WebGL on Chrome Beta for Android? I think this is good evidence they intend to have it enabled by default in the stable release. BB10 and Firefox OS will be shipping with WebGL-supporting browsers too. So WebGL is already here on mobile in some ways, and it's improving.

  • "@jayderyu - I think you're behind the times. Did I mention you can already enable WebGL on Chrome Beta for Android? I think this is good evidence they intend to have it enabled by default in the stable release. BB10 and Firefox OS will be shipping with WebGL-supporting browsers too. So WebGL is already here on mobile in some ways, and it's improving."

    yes I did :) "chrome://flags/" and turned it on. Also reported the results which weren't very good, but at least steady in the mid range(low end Tegra 2). It's in beta for a reason obviously :)

    Also Chrome is not Android Browser and neither team(and indeed they are TWO separate and distinct teams) really work all that close together. While I'm sure Android team will eventually do WebGL, it is clear they are not working on it at the same rate as Chrome team. Also even when Chrome WebGL is fixed and fast getting over the hurdle. Chrome is not the internal webkit that any packaged game will run on. Which again is dependent on the Android Team.

    My posts were meant to be behind the times to show that it has been 2 years since articles last talked about the subject yet we are still waiting. You mentioned that it took 2 years for WebGL to mature for desktop. Well we are pretty much at 3 years and counting for for full acceleration and the tricks that OpenGL can offer. Phoboslab got around it by creating Ejecta which they have already started using various OGL ES2 render tricks to improve performance. As I understand it. All that does is wrap up webgames into another wrapper. I would love to see performance difference between Ejecta and CocoonJS some time :D

    I have no doubt it's coming, but where as there was a push to get it out on the desktop. On mobile it has been an entirely different situation.

    But in the end. I managed to find a fantastic little tweak and maybe with a few other tricks can get the visual and logic performance anyways. If anything this thread has offered a lot of insight and inspiration to think out side of the box. Plus working with C2 has been a joy :)

  • WebGL only recently came to maturity on desktop. Mobile devices are a year or two behind in software and hardware maturity. That's part of the reason I say it should all be mature and working well within 2 years.

  • imothep85

    Awesome documentation on your AJAX example, thank you!

  • I don't know man, I'm trying to make a big game on it and I'm amazed at how well it works. I'm using a bunch of layers, particles, behaviors and whatsoever and nothing has ever crashed with me.

    See: youtube.com/watch

    Before Construct I used MMF to make my games and I lost around 2 or 3 games because MMF decided to crash whenever I opened my projects, after some time.

    Link to that prototype : dl.dropbox.com/u/2383513/Sarah-PROTOTYPE2/index.html

    That prototype is just awesome!!!

    How did you do the inventory?

    (simple explanation is enough, more thorough would be great)

    I'm new to Construct 2 (but used the games factory 2 and older klik and play).

  • andreyin,

    Do you have an updated link? Your old prototype url looks broken, now.

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  • <img src="http://fc09.deviantart.net/fs71/f/2013/152/e/e/scirra_guide_stone_by_valdarko-d67dclw.png" border="0" />

    Scirra Construct Guide Stone

    Ashley

  • > I don't know man, I'm trying to make a big game on it and I'm amazed at how well it works. I'm using a bunch of layers, particles, behaviors and whatsoever and nothing has ever crashed with me.

    >

    > See: youtube.com/watch

    >

    > Before Construct I used MMF to make my games and I lost around 2 or 3 games because MMF decided to crash whenever I opened my projects, after some time.

    >

    > Link to that prototype : dl.dropbox.com/u/2383513/Sarah-PROTOTYPE2/index.html

    That prototype is just awesome!!!

    How did you do the inventory?

    (simple explanation is enough, more thorough would be great)

    I'm new to Construct 2 (but used the games factory 2 and older klik and play).

    It's really hard for me to explain.. but I'll try. All items are the same sprite, but on different animation frames. When you hold Space, there's an "for each element on X" on the array where I;

    1- Create the item on the menu (at position itemmenu.x - 32 * ArrayItems.IndexOf(currentvalue) - This means that the item is always created on a position based on it's index value on the array.

    2- Set that item animation to it's x position in the array.

    Since this is a "for each X element" loop, these two lines will apply to every object created, and only objects that you have in the array.

    Hope that isn't too hard to understand, I suck at explaining.

    andreyin,

    Do you have an updated link? Your old prototype url looks broken, now.

    Yup, sorry, here it is dl.dropboxusercontent.com/u/2383513/Sarah-proto4/index.html

    I recently got a publisher so my release date is now January 2014, but I'll have a small demo next month!

  • When one chooses a tool its because you know its limits and capabilities.

    Sounds like the OP is saying "why doesnt MS Paint export to Xcode?

  • I have come to the sad conclusion that Construct2 is well suited for games but not for more serious applications. To my regret I have wasted my money on this program and are still seeking a real program for development in the educational environment wherein I specialize. So much for good marketing! Back to C#.

    <img src="smileys/smiley19.gif" border="0" align="middle" />

  • mail2elr: C2 has never been marketed as an application making tool but only a game making tool.

  • mail2elr - can you point to any specific problems you have encountered? Perhaps we could improve Construct 2 to address certain problems, but from your post we have no idea what you've had trouble with exactly.

  • I have come to the sad conclusion that Construct2 is well suited for games but not for more serious applications. To my regret I have wasted my money on this program and are still seeking a real program for development in the educational environment wherein I specialize. So much for good marketing! Back to C#.

    <img src="smileys/smiley19.gif" border="0" align="middle" />

    I'm sorry, but where exactly did it say in any of the Construct 2 HTML5 Game Making creation tool's marketing did it say it was an "app builder"? It doesn't. It's quite explicit. It's an HTML5 Game Creation Engine.

  • iOS does not support webGL. Which means throw any special effects or processor heavy operations right out the window. Everything else mostly supports webGL, but mobile devices just can't handle heavy HTML5 games. The same games that could run flawlessly in native mobile applications, slow to a crawl with HTML5.

    im sorry to tell you , but you are far behind with the ios releases, ios 8 platform mobiles are webgl enabled , u need to buy new iPhone sorry, the old iPhones (5,4,3,2,A,B,C What ever doesn't support it yes ) ( i don't use any of those i have an galaxy notepad 2 and alot of android phones from old to new, i don't really need to develop for ios cause its hard to market in that sea of sharks i better place it on android market (Google rullz in my opinion and also android has more market places then ios ever will , a few examples ( the Gplaystore , the opera store, the FGL market , the .... what ever website u want to add it people will download it, nobody cares for iPhones that much anymore, purely just cause its to expensive and the only market for it is only for untrained and brain washed people that buys it and geobrakes it , not anymore i know cause of the icloud system, but nobody realy pays for the damn iTunes, its like 100k people that might buy Ur iPhone game there, compare that to 80% of population that has android devices just cause they are so freeeeeee and even if they have an iPhone they still have an android so... quit programming games for ios, its pointless .... not saying the pain u have to endure to publish something there, they are very picky, i made 1 text mistake they rejected my app for another week while i was doing marketing on it ..... money lost for nothing.... so "cheese and crackers...." i say just move on other things that works and are more accessible to most people ) sorry i dont really like ios platforms i think u figured it out by now.... dident wanted to offend no1 just i hate apple so coocky .... and in end its garbage over expensive with a new polish but still stinks

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