Ashley's Forum Posts

  • Thanks all for the feedback - it's interesting to hear all this, especially ideas about how to make a better animation product, and we're reading it all carefully and making lots of notes.

    I can't respond to all the feedback right here and right now - there's a huge scope to the questions asked and we haven't made final decisions on much at all yet. Part of the purpose of the public beta is to hear everyone's thoughts and use them to adapt our approach, which is what is happening and why we made this thread. There's a few things I'd still point out though.

    First of all Construct Animate is a new product primarily aimed at new customers more interested in animation than game development. Regular C3 users may be wondering why they'd use it, but the point is we're hoping to attract more people who have never used Construct before. Perhaps some of those new Construct Animate users will be interested in moving across to C3 for game creation too, so there could be a side-benefit of boosting C3's audience as well. We're also not aiming at pro users - we know we're not about to steal users from After Effects. We're aiming at the end of the market with simpler use cases. For example we've met several teachers using C3 for lessons who were keen on the idea of using it for animation too. A good analogy for this is the fact lots of pros use Unity for game development does not mean nobody is using C3 for game development - Construct is its own thing with a unique combination of features that appeals to a particular crowd.

    Secondly we recognise some C3 users will still be interested in animation too and want to make use of features like 'Export to video'. We have not finalised the pricing model and I don't want to commit to anything specific at this early stage, but we hear your concerns about having to pay for both, and we will definitely be thinking about how to handle that.

    Thirdly for those of you concerned about a potential slowdown in development, we started technical research work last summer, and work has continued in the background right up until the beta announcement. I am not aware of anyone who complained during that time that our usual rate of work had slowed down, and I expect us to keep going as we have been. The real work has been the implementation of the Timelines feature, which has been worked on for some years now, and has been included in C3 from the start. It has its uses for game development, but it's also got its uses for animation purposes. That opened up the possibility of designing a dedicated animation tool with a feasible amount of work and with a potentially large upside. As I noted in the blog post, there are many features in common and so in the long run I expect almost all the work we do to benefit both products, which is also why I doubt there will be any meaningful slowdown in development of C3 in future either.

    Let us know if you have more feedback on Construct Animate, especially specific improvements we can make - for example there's some good feedback on usability here and we're planning to make improvements on that area soon. Our regular weekly beta updates will also update Construct Animate, so you can keep an eye on changes and let us know how things are developing over time too.

  • Ah, that looks like a bug in NW.js 0.64.1. I reported it to NW.js here.

    NW.js 0.64.0 is not affected so download that version instead and it should work.

  • In many cases we don't need all those fancy features from the text inputs.

    You should ask your players, or watch some people trying to interact with your own controls. Everyday computer users expect all those features to work, and will be annoyed if they don't.

  • I'd add that there's nothing Construct-specific about the network requests. When you use AJAX, the browser makes network requests the same way as any other page. However if you are making a cross-domain request that may have various implications, but those are all the same as if you were making cross-domain requests with any other web pages.

  • I don't understand why C3 doesn't pop-up message something like 'Hey, I saved this, but there is a huge problem with X that you need to fix now or the file will never open again'

    I'm afraid it's basically impossible to do that. It's entirely possible that Construct is saving perfectly valid data, and then it gets corrupted by a disk failure, a networking problem during upload, and so on. There are lots of ways corruption can happen which aren't Construct's fault.

    Construct also can't tell you if your hard drive is about to fail, if Windows is about to fail, if the building is about to burn down, if a flood is about to happen, if you're about to be hit by ransomware, or if your laptop is about to be stolen. So even if it was able to show some kind of warning, it doesn't mean your work is safe. You have to have regular off-site backups for that.

  • As noted in this blog post, text inputs are actually highly complex. I would strongly advise that you do not try to recreate one yourself. Instead you can customise the appearance of a text input - for example you can remove the border and background so it's transparent with just text, and use your own art as the border and background.

  • I would advise testing on real devices, as if you use an emulator or anything else, it could have completely different performance and so not tell you anything useful at all about how it will really perform on the actual device you had in mind.

  • Running Construct in NW.js is now deprecated and will no longer be supported (see the updated original post). Please switch to using Construct in the browser at editor.construct.net instead.

  • Construct's offline support means that it starts downloading the entire game on startup. So it's already loading it all at the start of the game. That does not guarantee that the download has finished by the time you try to play a video though!

  • Construct's web export has been working great on iOS for years.

    I am not sure what specific issues Unity had, but it doesn't sound like any problem Construct has had. Maybe it required WebGL 2? iOS has supported at least WebGL 1 for at least a decade, and Construct games work just fine with WebGL 1. It's ubiquitously supported so there is no fallback necessary.

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  • We've launched a public beta of a new animation product Construct Animate! Read more about it in the announcement blog post: https://www.construct.net/en/blogs/construct-official-blog-1/announcing-new-product-beta-1589

    For now we're creating this thread to post feedback. So if you have any thoughts, let us know here!

  • It turns out a configuration change was made earlier today that caused some problems. We've rolled back the change and it looks like it's back to normal. Hopefully it will be working better now - once again apologies for the inconvenience.

  • The build server is up and running again, but I'm seeing a few timeouts occurring. We're still investigating what is going on. Apologies for the inconvenience, hopefully it will be back up to usual service soon.

  • Actually it looks like something else has gone wrong. I'm looking in to it now.

  • I was just doing some routine maintenance and the build service was offline briefly. It should be up and running again now.