Construct 2 - Realistic State after 1 gazilion downloads

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  • Hillstrom

    I haven't dived into mobile yet, but given all that I've read, I've sort of been dreading it.

    I've also gone over the bulk of this thread, and I think your suggestion is the best I've seen so far. Having a definitive guide -- even for a simple game like Space Blaster -- would help immensely. Android would seem to be the best platform to start with.

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  • Hi, i do vidéo games for living about 20 years now.

    Sorry for my engligh in advance.

    After only 10 days on C2 we see the limits.

    A *REAL GAME NEED :

    A) Direct X export (engine)

    B) Repertory in layer tab (i have at this moment 205 layers its ridiculous !)

    C) Choose or NOT CHOOSE if you want JS as main engine (small game) OR D.X. (Big game)

    D) TAG in dev (i mean, when you have a screen of 500000 long you need TAG for jump at the keypoint of your gameplay)

    E) Stability when you press EXECUTE, at this moment JS is simply not stable and HTML5 is the most horrible engine for stability !

    Direct X = Doing a game with high compatibility in PC / MAC / LINUX / XBOX LIVE / PS LIVE

    WITHOUT = Apple store, web store at best !

    AND THATS ALL !

    For the moment we do a Preview Game in Construct CLASSIC because we can see a DX export without MANY BUGS and have REAL exemple

    of what we can have, at end. But when we reach 40% of the game design/dev, we stop, and we do a deal with edition company

    to RE BUILD our game in a real multisuport platfrom engine using C++/DX . . .

    And simply destroy our CC files, beacause it is no use anymore !

    THIS IS STUPID AND NOT GOOD FOR SCIRRA, AT END, REAL COMPANY KNOW: SCIRRA WAS NOT PROFESSIONAL EDITOR AND DO TOY !

    THIS IS "AT BEST" WHAT CONSTRUCT AT THIS DAY CAN DO FOR YOU IF YOU WANT DO VIDEO GAME !

    *Real Game : not a 1985 game, a copy of a mastersytem game, or dodle jump, an aéra game with small limits.

    TO BE CLEAR :

    ADD DIRECT X IN CONSTRUC2 AND WE CAN MADE BIG VIDEO GAMES

    or BE HONEST AND SAY : it is only for html 5 and android platform !

    WE (ALL) don't have time to waste with weak software engine.

  • if I were doing games for 20 years now, I would never use any free/paid engine because I probably could write one myself. In about 30 minutes. On a laptop, blindfolded, riding a horse backwards and using only pinky finger on my left hand.

  • if I were doing games for 20 years now, I would never use any free/paid engine because I probably could write one myself. In about 30 minutes. On a laptop, blindfolded, riding a horse backwards and using only pinky finger on my left hand.

    I'd get that pink finger checked by a doctor if I was you.

  • ... and of course in Assembler (or would this make the task to easy?? hmmm....)

  • By entering binary... Using letters and words for programming is a sign of weakness!

  • pennaneac - please do not double post, you already started an identical new thread.

  • pennaneac

    Same post, same reply as here .

    By entering binary... Using letters and words for programming is a sign of weakness!

    You tell them Bender ... You will make your own game, with Blackjack and ****ers

  • This whole topic was a very interesting read, even if I'm pretty sure I didn't understand 90% of what's at stake.

    This made me think of FLStudio. They have the same business model of "pay once get updates forever" and the program was considered a joke non-professional tool because of its roots as a virtual drum-machine called FruityLoops, but over time it has grown into an incredibly complete and complex tool, which can do anything the super-expensive DAWs do. (It was already pretty powerful before they re-branded it.) To this day, many music pros still disregard FLP, and swear by high-cost tools that are sometimes less practical (but have a reputation for seriousness due to their price tag.)

    I think this is akin to what Ashley was getting at when he said people saw C2 as a "small game" tool and wouldn't even consider "big games" even though C2 can handle them. I can't chime in with insightful "veteran"commentary, but I'm cautiously optimistic.

    Early in the thread someone was complaining about html5 being badly implemented someplace or other, when its specifications should be platform independent, well, remember those hilarious acidtests where no two browsers would display the test the same way? It seems reasonable to expect discrepancies.

    Also : pennaneac the 1985 reference made me wonder : weren't ALL game concepts invented before 1985? Or is your complaint that you can't make visually "satisfying" mega-eye-candy games with C2 ?

    Anyway, thank you, very interesting topic, that touches on concepts and problems I'm likely months from even having to think about for myself (or even understanding!)

    (Disclaimer : I heard of C2 for the first time 2 weeks ago... It was mentioned by a very talented graphic artist who said to me "if I didn't have a developer to work with, I'd be using C2." Yes, that means I probably have no business commenting in this thread - sorry )

  • I believe C2s strenght is in its vision. Right now it is an ultraexpressive engine and what I find interesting is that C2 quickly reveals your design/idea/gameplay limits. And only for that and its community it should keep its place under the sun.

    byebye

  • pennaneac - just code your games natively and you should have no problem. In a year or two, either the ejecta ios exporter or the crosswalk for ios exporter, in conjunction with fast hardware will be able to run large sized games at enough speed. node webkit and crosswalk already offer good solutions, and these solutions are only a few months old.

    for now i am using c2 for prototypes and web games, but who knows what will happen by the end of 2014

  • Games wouldn't necessarily have to be portable from one exporter to the other. Even if you'd opt for them to be (which makes sense but isn't completely necessary) there's no reason you'd have to guarantee everything works the same after changing such a fundamental aspect of your game. A disclaimer that it might, and probably will break many features because of innate differences in the languages would be fine. Any one who wants to port would have to pick out those small bugs and eventually you'd have enough information about what they are to fix them.

    A lot of people would be perfectly happy just having a native exporter, even if it meant they had to re-code lots of their game to port it to html5.

  • The Ejecta thing seems promising (ugh I have no mac ) for iOS since scirra will have some control over improving it since it's open source. Maybe something will come of that. I'll check on it in a few months see how it's doing.

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