Construct 3 & Console Support (Switch)??

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  • I've put 100s or hours into construct 2 and think it's a fantastic bit of game development software. Whilst I'd love to continue making games with Construct 3 i'm not too sure if I should. When Unity & Unreal are both free and most importantly, have console support, they seem like the much better choice. I'm fine paying money so long as I know it'll pay off but if it doesn't support consoles like the switch then it doesn't seem like a good investment, especially when the PC market is over-saturated with indie games. I want to make games, but I know sticking to PC isn't the best choice.

    Does anyone have any thoughts regarding this or know anything about how easy/hard it'd be to get a Construct 3 game working on Switch hardware? I'd love to keep working in Construct if possible.

  • They have a Nintendo web framework so development for the Switch is certainly possible

    The devkit though, is so damn expensive, so I don't think that, you who don't want to pay for a C3 license will be able to afford it, and moreover it's a damn waste of money to start

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  • Nintendo have not told us a single thing about Switch support or whether it will support the NWF. It would be best if everyone asks Nintendo so they can see the demand for it.

  • I emailed the Nintendo Developer support asking about support. Hopefully, more people will ask.

  • I think they're 500 dollars: http://nintendotoday.com/nintendo-switch-dev-kit-price/

    Tough part is getting accepted into getting one. The barrier to entry changed now.

  • Ashley I recieved an e-mail from Publisher & Developer relation manager Christopher Heck, on my question about web-framework he answered

    "An HTML5 framework is not available for Switch."

    Should we try to do a petition for web-framework support? we could make an awesome trailer with some of the most ambitious construct2 games showing Nintendo what they are missing out on.

    I know that Construct is kind of marketed towards beginners, but heck, I think it is the absolute best 2D-engine out there, my own game is actually starting to look pretty damn good. And I would never be able to do something like this if it wasn't for construct. (if anyone is interested, have a look at http://pixelshade.se)

    I have adapted performance level to suit the Shield TV in 1080p60fps and Shield Tablet in 720p60fps (to simulate Nintendo Switch performance)

  • I know that Construct is kind of marketed towards beginners, but heck, I think it is the absolute best 2D-engine out there, my own game is actually starting to look pretty damn good. And I would never be able to do something like this if it wasn't for construct. (if anyone is interested, have a look at http://pixelshade.se)

    I have adapted performance level to suit the Shield TV in 1080p60fps and Shield Tablet in 720p60fps (to simulate Nintendo Switch performance)

    Your game looks great <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I don't want to start an off topic discussion here, but did you run into any performance issues while you developed your game? What kind of optimization techniques do you use? In the video it looked very smooth.

  • Your game looks great I don't want to start an off topic discussion here, but did you run into any performance issues while you developed your game? What kind of optimization techniques do you use? In the video it looked very smooth.

    Thanks! no problem, i will try to keep it short and sweet: Not really, or well, I have run into performance issues but they have always had natural causes. I usually tend to use a lot of tiled textures for base-graphics, while adding small 2D objects to create a sensation of variety. I also use literally no collission on objects, instead I have an invisible collission layer with large boxes, keeping collission calculations to a minimum. looking at the woods, the 2 layers furthest in the background are just tiled textures made in photoshop, it definitely add a lot of tree density to the woods, while the other two layer in the background and foreground I use a combination of tiled textures and individual objects. However not as many and I try to add them in a way they won't create too many overdraws. if a lot of objects require the same webGl effect I usually put them on a separate layer and add the effect to the whole layer instead of individual objects. I learned a lot by case-study the difference between Rayman Origins and Rayman Jungle Run (which runs perfectly fine on mobile). A lot of corners have definitely been cut, but the general feeling of Jungle Run is that it is still looks like a beautiful Rayman game.

    For performance measures I made a fps counter and once every now and then I check the built in profiler during debug (if you use a lot of groups for your scripts it's much easier to spot when the "code" go haywire) I had a bug in the dialog-system once that ate up resources like a beast. xD but yeah, there's definitely no black magic too it.

  • Thank you for detailing this to me. I wish success to your product and I see it as an example of what can be achieved with the engine if the developer optimize the game well.

  • Subscribing to topic for updates.

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