C2 has a exe export now?
Sonic Construct Worlds Proper port by me.
#77
Posted 20 July 2012 - 02:04 PM
Not yet, but in Release 100? Yes, it will. Yes, it is technically a wrapper for a WebGL application, but it still counts, and it works well, much more than enough for a fan game's purposes, and it runs even better than WebGL in Chrome, according to Ashley. And cross-platform desktop games, too, meaning you can reach a wider audience just with the desktop exporter alone (though that was already achieved when C2 started out with just HTML5).
#78
Posted 20 July 2012 - 04:54 PM
Hmm. Well, I don't have 60 bucks, so I can't buy. Honestly, I don't I'd use it much.
#79
Posted 16 October 2012 - 07:54 AM
It's been a couple of months, so... Hoo, boy. I haven't been working on this all that much, because of another disheartening setback (which I'll get to in a moment).
Web playable link, and now an EXE download.
Construct 2 .capx, C2 Release 106, requires Standard license (also requires the Function Plugin)
Not much has really been done, aside from moving platforms (surprisingly simple) and more a proper level framework.
Now, this project has been fraught with problems, but now that there's actually a level framework, it also came with a horrible realisation that even in WebGL, the framerate drops dramatically even with that bare bones of a level. Good grief, there should be no way that the engine should be THAT SLOW. It shouldn't even be a FACTOR in any kind of FPS drop.
I'm at my wit's end, here, honestly. I don't know what to do, it makes me want to scrap the entire thing and start over, but with Streak pretty much inundated with work, and Dami hasn't responded to my PM, I'm pretty much lost. Considering the sheer instability of the project, a total restart is probably for the best, but I wouldn't know where to START, nor how to do things better than the framework I'm already using.
Good grief.
Web playable link, and now an EXE download.
Construct 2 .capx, C2 Release 106, requires Standard license (also requires the Function Plugin)
Not much has really been done, aside from moving platforms (surprisingly simple) and more a proper level framework.
Now, this project has been fraught with problems, but now that there's actually a level framework, it also came with a horrible realisation that even in WebGL, the framerate drops dramatically even with that bare bones of a level. Good grief, there should be no way that the engine should be THAT SLOW. It shouldn't even be a FACTOR in any kind of FPS drop.
I'm at my wit's end, here, honestly. I don't know what to do, it makes me want to scrap the entire thing and start over, but with Streak pretty much inundated with work, and Dami hasn't responded to my PM, I'm pretty much lost. Considering the sheer instability of the project, a total restart is probably for the best, but I wouldn't know where to START, nor how to do things better than the framework I'm already using.
Good grief.
#80
Posted 16 October 2012 - 09:36 PM
I'll check this out tonight.
I should mention that while Streak won't be doing any more work on it, he did leave off at moving platforms. I've taken over and added a few things, such as rings, hud, and monitors. Its still missing the important basic things like baddies, taking damage and ring loss, and various obstacles. When I can get that much implemented, I'll release another version and see if the community can pitch in. However I may not even bother because I'm hoping I can port the Worlds engine to Unity, and if I can, that'll be my focus.
I should mention that while Streak won't be doing any more work on it, he did leave off at moving platforms. I've taken over and added a few things, such as rings, hud, and monitors. Its still missing the important basic things like baddies, taking damage and ring loss, and various obstacles. When I can get that much implemented, I'll release another version and see if the community can pitch in. However I may not even bother because I'm hoping I can port the Worlds engine to Unity, and if I can, that'll be my focus.
This post has been edited by Mr Lange: 16 October 2012 - 09:37 PM
#81
Posted 17 October 2012 - 02:29 AM
Porting to Unity, huh? Heh, that'll be a doozy. More power to you if you want to do it, though, I'd like to see more open-source Sonic engines. More variety is good, and giving people more choice is one of my big aims when it comes to making engines.
The idea I was going to work with Streak on would be an engine framework built from the ground-up that's compatible with Classic and C2 (avoiding third-party plugins wherever possible, etc, and making sure things work well enough on both sides), but then he became inundated with work, so, DANG. I'd like to be able to collaborate with someone else on such a project, partly because of the added expertise, and because I think it could be fun and quite an interesting learning experience. Not sure who would help with such a project, though.
The idea I was going to work with Streak on would be an engine framework built from the ground-up that's compatible with Classic and C2 (avoiding third-party plugins wherever possible, etc, and making sure things work well enough on both sides), but then he became inundated with work, so, DANG. I'd like to be able to collaborate with someone else on such a project, partly because of the added expertise, and because I think it could be fun and quite an interesting learning experience. Not sure who would help with such a project, though.
#82
Posted 17 October 2012 - 08:16 PM
I tried out your C2 Worlds yesterday...
It's hard finding any courteous way of explaining this.
Its atrocious. I don't even know if I can list all the things wrong with the engine, let alone start.
The game lags heavily when running along solid ground. But that's not even close to the worst of it. There's all kinds of snags in the momentum. Sometimes Sonic will land and retain a very slow running speed. Sometimes he doesn't reset his vertical speed when landing and falls at max speed after leaving a platform. The same happens when moving upwards, where Sonic will continue ascending after he has moved out of the way of a solid.
Really though detailing specifics won't do any good. The physics are broken all over the place in ways I can't even describe or measure, and from the little nuances I see, the structure is poor (ie you used pixel detection for the springs instead of bounding box or a hitbox, causing Sonic's angle to be affected if he hits the slanted part). The whole thing needs to be remade from the ground up.
It's hard finding any courteous way of explaining this.
Its atrocious. I don't even know if I can list all the things wrong with the engine, let alone start.
The game lags heavily when running along solid ground. But that's not even close to the worst of it. There's all kinds of snags in the momentum. Sometimes Sonic will land and retain a very slow running speed. Sometimes he doesn't reset his vertical speed when landing and falls at max speed after leaving a platform. The same happens when moving upwards, where Sonic will continue ascending after he has moved out of the way of a solid.
Really though detailing specifics won't do any good. The physics are broken all over the place in ways I can't even describe or measure, and from the little nuances I see, the structure is poor (ie you used pixel detection for the springs instead of bounding box or a hitbox, causing Sonic's angle to be affected if he hits the slanted part). The whole thing needs to be remade from the ground up.
#83
Posted 17 October 2012 - 08:36 PM
Believe me, I KNOW all those problems, they've been driving me absolutely NUTS! The structure is exactly the same as Streak's Classic engine, as well! How the hell did it all go so horribly wrong?! Hence why I wanted to redo it from the ground up to begin with.


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