Construct as a unity editor extension.

Post » Mon Sep 11, 2017 10:29 pm

Scirra should have just answered the post with a simple statement that they have no time\desire to do what the OP was requesting. :)

Despite the rhetoric here, both C2 and C3 rely on third party components either to run in a browser or to run on any other medium.

C2 and C3 are great for browser games - like well they are HTML5, but for any other type of use they are only good for prototyping.

If you are serious about making games that do not run in a browser you have to use other tools - it is that simple.

While the event system is awesome, sometimes you just have to bite the bullet and learn other tools, which will require coding.

Despite the fact that Chrome is an awesome piece of engineering (apparently), Google like any other company out there simply DON'T care about how others use their tools\products - the jank problem was absolute proof of that. Firefox, or any other browser maker will be no different.

As already said, there is a reason why the big devs have moved on to other tools to develop their games, which amazingly are still the pull-strings on the home page - think about it....
If it can be done, someone on the web will show you how to do it!

CDASI Games Mentality Break Splat-a-bug FlapFleet Challenge
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Post » Tue Sep 12, 2017 9:05 am

michael wrote:C2 and C3 are great for browser games - like well they are HTML5, but for any other type of use they are only good for prototyping.

Why do you say that? I already pointed out how our engine is more or less as fast as other native engines. Everyone keeps bringing up v-sync, talking about a bug that was literally fixed in 2014. It's not been an issue for years. With today's tools and capabilities - what's the issue? There literally is none as far as I can tell, people are just dredging up old and years-ago fixed bugs to try to make their case. As far as I can tell this is nothing to do with technology, it's entirely just people's perception of it - which means there's nothing for us to actually fix in our code...
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Post » Tue Sep 12, 2017 11:11 am

I've ported most of my game to Gamemaker so I feel I can speak with some confidence about this. From my observations, Construct builds seem to run about as fast, if not faster than, Gamemaker builds on desktop. C2 definitely outperforms GMS on one of my old laptops, where I get 55-60 fps for the former, and 45-50 fps for the latter. But jank remains an issue. My C2 builds may outperform my GMS builds on slow computers but GMS never does the tug-and-jerk screen update thing. Never ever. It runs smooth or it doesn't. Consistently.

In my opinion, this is a pretty big deal and I urge Scirra to really look into it, not just hand-wave it away whenever the subject comes up. I won't go back to Construct for several reasons so it doesn't affect me either way, but it's a shame for an otherwise great product to be held back by these sorts of things.
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Post » Tue Sep 12, 2017 11:52 am

Adding to what @ErekT said.
Doing this will reveal just how bad it can get:
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The project has just this + platform behavior and 3 solid planes.
The square will keep randomly changing to black and white in Chrome and NW.js export.

On some NES games there's bits that fake transparency by having sprites flash on/off at 60fps.
Doing so on C2 is gonna reveal the random here and there long delta when the sprite holds on or off for 2 frames.
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Post » Tue Sep 12, 2017 1:19 pm

I don't really get the dt>1/40.
Seems like that would look janky by default.
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Post » Tue Sep 12, 2017 1:37 pm

newt wrote:I don't really get the dt>1/40.
Seems like that would look janky by default.

The point is that dt>1/40 should never trigger. If my little jumpy square switches colors, it means something's wrong.
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Post » Tue Sep 12, 2017 3:27 pm

Yeah, no, you're going to have a 10 ms variance with javascript no matter what.
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Post » Tue Sep 12, 2017 4:01 pm

Issues like the jank and other oddities are really annoying- especially when Scirra pins the blame on the user's fault.
Also, did you people see how they did this in the latest c2 beta: "Platform behavior: 'Is by wall' is now true if the player has an obstacle directly above them"

edit: nevermind- I forgot that it has an option for left/right wall.
Last edited by Prominent on Fri Sep 15, 2017 1:55 pm, edited 1 time in total.
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Post » Tue Sep 12, 2017 4:53 pm

i think the closest thing for this to happen is the new copy and paste system. @ashley or any smart developers here (not me :lol: ) can create a plugin for a copy and paste events as c# code :o :o :o

@ashley might not need to develop this because of the available sdk for c3.

could also be copy and paste to Lua language (because its looks more text like) and paste it to defold or cocos :lol:

a lot of possibilities, a lot of work also :lol:
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Post » Tue Sep 12, 2017 5:38 pm

Last I checked, most browsers could v-sync reliably to within 0.1ms. I'd be interested in any .capx examples I can try out. It's also important to say which browser and OS you're testing on.

@Prominent - I don't understand what you're upset about - previously, you could be standing by a wall, and "Is by wall" was false if you happened to also have a ceiling above your head. We fixed it so it's true again, as some other users noticed and insisted ought to be the case (and I agree). There is a backwards-compatibility risk which I carefully considered and was worried about, but I think you have to admit it makes more sense this way. Do you disagree? Should "Is by wall" still be false if you are by a wall, but happen to have a ceiling above you?
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