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877246 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 12:04:46 AM
TIGSource ForumsPlayerGamesHTML5 Tool/editors discussion
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Nix
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« Reply #150 on: August 25, 2011, 05:13:57 PM »

All these examples are laggy for me. Someone needs to start making low-res web games for people with sucky computers!

Don't jump in the bandwagon, make C++ web games.
I know I will try to port my IOS engine as soon as it is released in a mainstream Chrome version.

Don't jump in the bandwagon, make C++ games.
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_Tommo_
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« Reply #151 on: August 25, 2011, 05:29:26 PM »

Don't jump in the bandwagon, make C++ games.

quote for truth.

(well, anyway HTML5 *looks like* the bandwagon, but real games are still those plain and boring executables)
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MindEraser
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« Reply #152 on: August 25, 2011, 05:51:05 PM »

I tried to make Tic Tac Toe with AI in Construct but the lack of scripting killed it (aside from the terrible organization system of events and other UI issues)
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Desert Dog
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« Reply #153 on: August 27, 2011, 01:55:41 AM »

Check it out, yoyogames 'experimental' site:

http://experimental.yoyogames.com/

Read post by Mike here, explaining a bit about it (it's alpha, it's test, not finished, blah blah)

http://gmc.yoyogames.com/index.php?showtopic=517541&st=0

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danny34
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« Reply #154 on: August 27, 2011, 04:45:02 PM »

I tried to make Tic Tac Toe with AI in Construct but the lack of scripting killed it (aside from the terrible organization system of events and other UI issues)

Construct 2 really needs a powerful scripting langauge! (like GameMaker Language of GM)
If Construct 2 has a complete scripting langauge, many schools and colleges will use Conctruct 2 to teach programming in different countries. Contruct 2 will be much more popular! It will not only be a game creation software but also a good teaching tool.

In addition, many GM users don't like Construct 2(and Construct Classic) because of lack of scripting language. If Construct 2 will have a powerful scripting language, many GM users will try, learn and use Construct 2.
« Last Edit: August 27, 2011, 04:55:53 PM by danny34 » Logged
BearCDP
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« Reply #155 on: August 27, 2011, 05:22:18 PM »

I tried to make Tic Tac Toe with AI in Construct but the lack of scripting killed it (aside from the terrible organization system of events and other UI issues)

Construct 2 really needs a powerful scripting langauge! (like GameMaker Language of GM)

Wait, is GML even Turing complete?

</troll>
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Amirai
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« Reply #156 on: August 27, 2011, 08:42:32 PM »

I tried to make Tic Tac Toe with AI in Construct but the lack of scripting killed it (aside from the terrible organization system of events and other UI issues)

Construct 2 really needs a powerful scripting langauge! (like GameMaker Language of GM)
If Construct 2 has a complete scripting langauge, many schools and colleges will use Conctruct 2 to teach programming in different countries. Contruct 2 will be much more popular! It will not only be a game creation software but also a good teaching tool.

In addition, many GM users don't like Construct 2(and Construct Classic) because of lack of scripting language. If Construct 2 will have a powerful scripting language, many GM users will try, learn and use Construct 2.

I realize for someone coming from a GM background, construct's way of doing things might be a bit confusing, but as I understand it, events in construct basically ARE the scripting language.  The difference is you don't type most of it in, you pick conditions and actions from a list.  Being able to type in the commands wouldn't enable you to do anything extra that events don't let you do, because events have access to the full functionality of construct 2 already.

Events are quite powerful, once construct 2 catches up to construct classic you can basically make anything 2D with it.  In fact, events are so powerful you can even make your own 3D engine with them, as proved by quazi with mega thumb dream match.

You just have to think slightly differently when using it.  Instead of typing the command, you select it from a list.
« Last Edit: August 27, 2011, 08:47:39 PM by Amirai » Logged

Nix
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« Reply #157 on: August 27, 2011, 08:47:36 PM »

and take 100x longer
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Amirai
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« Reply #158 on: August 27, 2011, 08:49:39 PM »

Actually, when used with the search function (start typing when the object selection list appears to narrow the list of object names, actions and conditions down) I find I can whip out events often faster than I could type them. I don't type 100wpm or anything, but regardless, it's faster than it seems like it would be.
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Nix
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« Reply #159 on: August 27, 2011, 08:50:27 PM »

have you ever programmed the "normal" way?
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Amirai
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« Reply #160 on: August 27, 2011, 08:56:58 PM »

It's been a while since I tried it, but I did a little. The amount of time construct saves not having to spend the time trying to learn the syntax or having to look up and research what commands exist is quite a lot as well. It also eliminates a lot of typos!

In the hands of an experienced professional coder, I've seen the blazing speed that can be achieved with typing. However, most of us can't type that fast. Have you ever seen someone who's fast with construct? It doesn't seem like it. You might be surprised by how fast it can be!
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« Reply #161 on: August 27, 2011, 09:42:10 PM »

I realize for someone coming from a GM background, construct's way of doing things might be a bit confusing, but as I understand it, events in construct basically ARE the scripting language.  The difference is you don't type most of it in, you pick conditions and actions from a list.  Being able to type in the commands wouldn't enable you to do anything extra that events don't let you do, because events have access to the full functionality of construct 2 already.

Events are quite powerful, once construct 2 catches up to construct classic you can basically make anything 2D with it.  In fact, events are so powerful you can even make your own 3D engine with them, as proved by quazi with mega thumb dream match.

You just have to think slightly differently when using it.  Instead of typing the command, you select it from a list.

That sounds exactly like GM's D&D. Maybe constructs events/commands are more extended than GM's D&D, but coding versus 'visual' programming.. can't compare them.
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allen
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« Reply #162 on: August 27, 2011, 10:00:25 PM »

it is a lot like game maker's drag and drop. but he is kinda right, it's actually more like gml and drag and drop fucked and had a baby. it's hard to explain, but it is quite powerful despite it's drag and drop functionality.

also yeah it sucks it takes like 30 years to do anything, I'd rather just type it. but some people work better visual programming, go figure.
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BearCDP
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« Reply #163 on: August 28, 2011, 02:09:47 AM »

That reminds me of the difference between something like Max/MSP & SuperCollider though. Yeah, you can basically do anything with Max/MSP's or PureData's visual programming paradigm, but anything complicated results in an ugly mess. Complicated things are usually written as C or Java add-ons that are compiled to be little plug-n-play Max objects.
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Paul Eres
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« Reply #164 on: August 28, 2011, 02:58:39 AM »

i actually do wish GM's drag and drop system were improved to be something more like construct's -- GM's drag and drop is just pitiful. about 10% or less of GML's functionality can be done in drag and drop (even with extra "libraries" of drag and drop commands). whereas i can see someone making a good game using mmf2's or construct's visual programming systems, i can't see someone making a good game using GM's visual programming system

a lot of artists prefer visual programming i think; two of the artists of my game SD are competent in GM's drag and drop but can't code GML to save their lives
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