So What Is Your Second Impression of C3 And Will You Buy?

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    Havok

    I see you are on mac... Check out my thread how to do it on mac.

    https://www.scirra.com/forum/pro-tip-open-c3-in-app-mode_t189550

    Thanks, that worked like a charm

    Does this allow using multiple screens? My desktop app on Mac works fine but I can't pull windows out of the main window.

    This is also a Mac issue, I'm trying to investigate if there's any other command line switch that will enable this. This doesn't seem to work when you run the regular browser version either, so it could be that the OS itself or the Chrome version for Mac doesn't support this yet.

    The only thing I found so far is that you can go to System Preferences > Mission Control, and uncheck the box for "Displays Have seperate Spaces" That way you should be able to have A chrome window extend over to your second screen as well. I can't test it here, since I don't have a second screen.

    Try it out and tell me if that works.

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    The only thing I found so far is that you can go to System Preferences > Mission Control, and uncheck the box for "Displays Have seperate Spaces" That way you should be able to have A chrome window extend over to your second screen as well. I can't test it here, since I don't have a second screen.

    Try it out and tell me if that works.

    I'll post over in your thread so we don't go too far ot in this thread.

    Okay, I somehow killed my post in your thread and am now unable to post it again. It doesn't appear for me but everytime I try to post it my post count goes up by one. Very strange.

    So here's a short version of my post:

    It enables you to stretch windows over multiple screens but unfortunately the result is very annoying to work with and only slightly usable if both screens have the same resolution. Even then you have a giant window stretching over multiple displays leading to enormous annoyances (like having to do minutes of undocking and reordering everything every time you start the app).

    Bedroom developer here - I'm a hobbyist, but I'd like to try publishing something small, say,

    for this year's end or so. I have no need for advanced features (raycasters, layered sprites etc.) , so

    C2 "as is" suit perfectly my personal needs, and so is for C3 features.

    My main thoughts on C3 (well, first impressions, but I missed the previous thread )

    PRO:

    - New exporter "get rid of XDK"

    - Some of the actual improvement (webfonts, new editors, bullet stepping...) and

    the hope for great ones in the foreseeable future

    The mobile interface is nice but I'm not interested in...

    CONTRA:

    - Web interface & C3-as-a-service, the thing I don't like at all (personal taste)

    (but luckily we can work offline and maybe have a desktop .exe in the future)

    - Subscription, of course (even if it is understandable IMHO)

    - Above all: the continuing dependance on the good will of the plugin developers' for the

    availability of 3rd party plugins (and they are absolutely essential, IMHO)

    So I'll subscribe at least for the first year, for appreciation & support, to be able to use the new export (possibly for C2 projects if C3 lacks some plugin), and to test the "full" C3. We'll see.

    Yea I'm pretty sure at this point I'm on board as well.

    With the history of c2s updates, I'm confident c3 will be completely different over time with all the updates.

    ONLY concern was really exporting to consoles but according to their blog posts, they're looking into options for that.

    subs aren't a concern for me especially if it ensures that the team is staying afloat to keep updating c3.

    They're reworking the runtime and all. So, yea. Pretty happy with the future plans of it so far.

    count me in

    I read your concerns in the post that was then subsequently locked.

    Do you feel that C3 aims to fix the issues you had with performance and porting?

    I know Scirra is working to be able to port to UWP for XboxOne. Great imho!

    The issues you described is also my number 1 concern tbh. Even though I'm not near publishing anything.

    Great...you can port to all platforms, but not so great if the games won't run well.

    Like I looked at Unity + PlayMaker and did a few demos with it, top down 3D shooter, suedo FPS shooter and a 2d level with some running and jumping etc. It's good and obviously gives you 2D and 3D options but yeah, it takes a lot longer. So pro's and cons.

    Fusion 3 stands out as the main competitor. Construct's event system and the community makes it a good place to make games with. It just feels better with a better UI etc.

    NotionGames Do you feel that this is realistic to do with C3 going forward. I would like to know what changed your mind back to staying since I'm evaluating it as well.

    I wouldn't like to get where you were and then blocked by the engine.

    I see The Next Penelope had similar issues, they decided to get it ported to C++.

    I wonder how C3 will do on the Switch later if at all possible?

    Ashley, is this an ok question to ask you? Where do you see Construct 3 in terms of mobile and console performance, say, at the end of 2017?

    Where do you see Construct 3 in terms of mobile and console performance, say, at the end of 2017?

    I think it's already very good. Only problem is having to use Crosswalk for Android 4.x, but that is fading away over time (and Crosswalk is already deprecated). Throughout 2017 it will only get better. Being able to forget about Crosswalk and only target Android 5.0+ will be nice.

    I will pay a subscription from the moment Construct 3 gets out of beta stage and will become available.

    I like what I see in the free beta edition and because of the poor internet in Botswana, was very concerned if the offline mode really works. It works greatly even with the internet off.

    For me, Construct 2 and when it becomes available Construct 3 will be a great game development tool. Also it will make it safer with our daughter of 8 to use it, because is nothing to install, works right in the browser.

    > Where do you see Construct 3 in terms of mobile and console performance, say, at the end of 2017?

    >

    I think it's already very good. Only problem is having to use Crosswalk for Android 4.x, but that is fading away over time (and Crosswalk is already deprecated). Throughout 2017 it will only get better. Being able to forget about Crosswalk and only target Android 5.0+ will be nice.

    Ashley, will publishing to xbox one be a real thing still this year? Steam plugin still works or do we need to use third-party plugins? The only down side of construct is the lack of publishing support, with this problem solved construct would explode with awesome showcases. The support for mobile is already solved I guess with the new features, but what about PC and consoles?

    After testing and playing around with C3, here is my second impression.

    I work on a Celeron N3050 (8GB ram, 850gb SSD and Intel graphics) laptop with Linux Mint, and Construct 3 feels laggy to me. I compared Godot with C3 in Chrome, and opened the Kiwi platformer project in C3, and a much more complex project (Diasporic Crypt, a Castlevania clone! See github.com/Algorithmus/DiasporicCrypt) in Godot.

    Construct 3:

    + double-clicking a layout takes 1/3-1/2 a second to register and open. When I open the enemies script sheet, the screen displays "LOADING" for a second, and then displays it.

    + switching between loaded tabs takes again a 1/3-1/2 second to register and display.

    + loading a level layout takes a second, and often the level elements take another second to display/load first time around. Switching between open layout tabs again isn't quite as direct as I am used to in my other applications.

    + dragging the split borders to widen the properties or objects panel is terribly laggy and slow when a slightly longer script is open in the main view. For example, when I open the enemies script sheet, and drag the border, the screen updates becomes almost unbearably cumbersome.

    + all clicks take a split second to register and execute. Some respond acceptably fast: when I select an event it feels snappy enough. But many other things take just slightly too long to execute for my taste. Double-clicking an event to edit it takes again a split second, and feels not as responsive as I would expect from an application.

    + previewing projects works fine. Editing is, however, not snappy enough.

    I compared with Godot, and I opened the Diasporic Crypt, which takes five seconds to load. After loading, everything feels snappy - much snappier than Construct 3. Clicking things feels more responsive and direct.

    What bothers me is that Diasporic Crypt is a much more complex game, but also uses high resolution graphics, with a wide variety of animations and assets. Construct 3's Kiwi demo game is a relatively simple game compared. Yet C3 in Chrome feels somewhat unresponsive, and Godot remains snappy while working.

    I tested both also on my older Windows 7 i5cgu@1.33ghz 4GB machine that I still use for Visionaire. Again Godot feels snappier, and working with Construct 3 in Chrome is slower. I noticed that Kiwi plays slow in the browser, while previewing Diasporic Crypt runs quite smooth. And previewing in Godot slows down the game compared to compiling it as a standalone game, so...

    Anyway, Construct 3 is too slow for comfortable working for me in its current state. I had hoped for better performance on my newer Linux machine. Godot works fine in comparison. Well, I wasn't surprised, really. Chrome is an extra layer that slows things down, of course.

    And the Kiwi game lagged on the slower i5 machine, while Diasporic Crypt ran satisfactory - so I believe Construct games wouldn't run very well on machines with lesser specs (I read in threads here that NW.js doesn't help to improve the desktop performance?). That would limit my audience on Windows to users with higher specs.

    I did like the script sheets in Construct. But after testing, I think Godot is a better fit for me and my Minty Machine <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" />

    After testing and playing around with C3, here is my second impression.

    I work on a Celeron N3050 (8GB ram, 850gb SSD and Intel graphics) laptop with Linux Mint, and Construct 3 feels laggy to me.

    C3 feels laggy on my iMac too, but I couldn't tell if it's because Mac gets limited support for Chrome or if it's just C3 itself. I don't normally run web apps in Chrome, so I don't know. I know my Mac specs far exceed the requirements though.

    I'm still trying to overcome my disappointment with C3's reliance on Chrome. When it was announced years ago that C3 would be cross platform and run on a Mac, this is not what I expected. It doesn't really solve the problem, because Chrome is the problem. It's like being promised a new car, but when you get it, it has square wheels and you can't ever change them. Sure you can drive it, but it will be a slow and bumpy ride.

    There are a ton of great things I like about C3 too, so it's not all negative, but user experience isn't great for Mac users, and it always comes back to Chrome for me. The desktop version was promised, so I wonder if it will fix the issue of relying solely on Chrome, or will it come with it's own set of limitations?

    I want to add (after TrollHunter's deleted comment) that I don't post criticism because I like to argue. I post here because I want people to change my mind. I want to discuss these issues with reasonable minded people who might have a better perspective on it. And by reasonable, I mean people that can see both sides of an issue. Not someone who is who is obviously trolling and has a vendetta against Scirra. We are not on the same side.

    I kind of expect the Edge version to run the best, and therefore a Windows Store version as well.

    Even though webgl, and some features are spotty on it, the javascript engine is super fast.

    Of course that brings up the question of why in the hell are they limiting it now with features that aren't well supported.

    My two cents...

    I´ll stay in C2 for a long time, it is my dev game tool, and I have a lot of projects in it. I´m studying Unity, for professional reasons, and my idea is the next few weeks deploy a small shooter game in the wild ( my first game in C2 was a shooter).

    C3 - Two possibles scenarios:

    a) Only in a far future, which more features and really stable, I´ll look more serious

    b) I´ll change my projects to Unity or Godot.

    But, I´ll try C3 in jam, and I hope a new version with more features.

    I want to add (after TrollHunter's deleted comment) that I don't post criticism because I like to argue. I post here because I want people to change my mind. I want to discuss these issues with reasonable minded people who might have a better perspective on it. And by reasonable, I mean people that can see both sides of an issue. Not someone who is who is obviously trolling and has a vendetta against Scirra. We are not on the same side.

    It's not whether its HTML5 or not...its whether Construct 3 is fast enough or not.

    The editor is not snappy like C2 but it's not bad until you load demos, other than that though which is more concerning to me:

    Trying to run the "Weather demo" on my MacbookPro i7, 8gig ram, nVidia 650 gpu.

    I do nothing, just run it. It hits 12 fps average when it gets about 1500 objects. It fluctuates to 8fps, then to 3 fps then back up again a bit and so on.

    Running other game makers I get 50-60fps, running in a Parallels windows vm with half the system resources dedicated to it running physics and particles that without breaking a sweat until objects absolutely fills the screen.

    I'm really hoping this is a MacOS bug or because it's still in Beta.

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