Nintendo Wii U Exporter

Discussion and feedback on Construct 2

Post » Wed Jul 10, 2013 4:41 am

Why wouldn't it be able to support WebGL?
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Post » Wed Jul 10, 2013 5:59 am

[QUOTE=alspal] Why wouldn't it be able to support WebGL?[/QUOTE]
That's because Nintendo isn't a technophile company. They are tried, tested and not into pushing technology. This is pretty clear as they using WebKit. Heck I don't think we even now the power output of there Canvas2D is. Keeping in mind that Ludie uses a custom canvas, as do others use a more performance custom version.
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Post » Wed Jul 10, 2013 7:53 am

Great work guys. WebGL or not, this opens lot of opportunities for serious projects.

I have seen lot of projects that over use WebGL. It just makes things easier, but it's not something needed to make a good game.nemo2013-07-10 07:54:21
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Post » Wed Jul 10, 2013 8:45 am

We'll add a Wii U exporter as soon as we can. I don't know what Nintendo's process is though, so I can't guess at how long it would take. Once we have the SDK it should make the next beta release, unless Nintendo have issues with us making it publicly available.

Good canvas2d engines do implement memory management, but the peak memory usage is higher and it's less efficient, since it uses a system where old images that haven't been drawn for a while are released if it runs out of memory. Only CocoonJS/XDK have been problems in the past since they didn't even do that in canvas2d mode.Ashley2013-07-10 08:47:06
Scirra Founder
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Post » Wed Jul 10, 2013 8:58 am

[QUOTE=damainman]Absolutely epic news![/QUOTE]Would be an epic news if web GL was part of it, now it's just a good news.
Maybe they will change their minds or they will "update" to web GL later.
I hope...
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Post » Wed Jul 10, 2013 9:26 am

[QUOTE=Kayser] [QUOTE=damainman]Absolutely epic news![/QUOTE]Would be an epic news if web GL was part of it, now it's just a good news.
Maybe they will change their minds or they will "update" to web GL later.
I hope...[/QUOTE]

Well to be fair. If developers seriously used the Nintendo WebFrameWork to make games. Then started requesting WebGL as a requirement for more complicated projects. They just might, but right now I suspect they feel it's more for toy quick, less serious and deep games.

This is just me being pessimistic and wanting to be wrong so that I can be pleasantly surprised if it happens :D
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Post » Wed Jul 10, 2013 11:25 am

Looks great NotionGames and I look forward to buying the PC version! Seems like the first really polished, pro PC game I have seen done with C2. Gives us all hope that it can be done :)

A few questions if I may. What resolution do you use for the PC version...is it 1080HD? You have some very large character sprites there , is this causing any slowdown? Do you tend to import these large sprites at the exact size you need them for the game, or scale them down in C2?

cheers...
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Post » Wed Jul 10, 2013 11:44 am

@Ashley great to know :)

@Jayderyu I'm glad Nintendo contacted them. Great news for us all

@zendorf Thank you :) I created the game at 1280 x 720. There isn't really any slow down at all. It pretty much runs at 60 frames all the time except for when I am recording gameplay then it drops drastically... sometimes making it hard to actually play the game because of collision problems.

Most of the sprites are exported at the size that I need them before bringing them into C2.

I plan to do a post mortem video where I talk about the challenges and things that I have learned. And will also create a video showing how i make the sprites and things like that.

If you have anymore questions feel free to ask.
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Post » Wed Jul 10, 2013 3:16 pm

wow thats great news
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Post » Wed Jul 10, 2013 5:12 pm

I think I will be in trouble if it doesn't support WebGL. There are parts of my game that really need the horsepower to get by. Plus I'm using shaders for certain parts to give atmosphere.
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