digitalsoapbox's Forum Posts

  • Quick update on this: after chatting w/ the MS rep today it sounds like Windows 10 Universal Apps ARE in fact entirely universal, meaning they'll run exactly the same on XB1 as Windows 10. So, as soon as C2 has Windows 10 support, it also has XB1 support - it's the exact same binary - and it sounds like the XB1 will be using the Spartan browser renderer for HTML5/JS-based stuff, including WebGL that's at least as good as with more recent Firefox releases.

    Next step: I've got the name & email of the guy headlining the WebGL development, so hopefully he can provide more specific details as to what XB1 will support for UApps.

  • digitalsoapbox if you do post things be careful of what you share some alot the stuff is confidential haha like that email above was meant to be

    Until I've been asked to sign an NDA it's not confidential information .

  • yep that's how it's looks to be being set up. really the only thing that will need to be added is a plugin for Xbox live integration

    There looks to be some interesting cross-platform (among MS software) stuff going on that should allow XBL/Win10 achievements/etc. integration. I need to ask for more detailed info on that from MS, I'll post if I receive it.

  • This email has some more information although no mention of HTML5

    An MS rep has confirmed HTML5/JS/WebGL-based Universal App support on XBox One to me directly.

  • Ashely, are there any plans to update C2 with Windows 10 Universal Apps support? It doesn't seem drastically different than 8/8.1, and seems like it will open up the possibility of getting C2-based games on a console other than the Wii U.

  • Make sure "use high-DPI display" is checked on the Properties panel, which is probably what the issue is here.

  • I've looked at the images on two color-calibrated monitors (Samsung, Apple) and assuming that the only difference during export was the version of NW.js then that's probably the cause.

    Have you tried rolling back to the earlier version and exporting again to see if the difference shows up again?

  • digitalsoapbox Awesome, can't wait to hear how Xbox One is looking! I agree that Unity has its flaws and that's actually why I really want for C2 export formats to be able to get into a position of having more stability and performance, I just feel that it's not yet the time for the website to say "We're stable and you can make whatever 2D game you want and it'll run amazing!" all over its product pages and then turn around and say "Well, it's kinda early access so just wait for the next update/technology" when people are having issues.

    Yeah, I was happy to finally, after months, get a reply from MS to discuss uapp stuff on XB1.

    Unfortunately, there's no reason to expect that native exporters would decrease the issues anyone is having with performance. It would, however, almost certainly overburden the small development team behind Construct, or they'd have to hire more developers to help, thus raising the price of the software.

    As for C2's claims: yes, it's stable. Yes, so far as I can tell I can use it to make any kind of 2D game I'd ever want to make. Yes, parts of it when I first purchased it felt a little early access, but I don't know how anyone could make that claim with a straight face. What I know is that even with receiving over a year of updates that have made the tools exponentially more varied and powerful, I haven't been asked for any more money and I think that's pretty awesome.

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  • What would really make C2 exporting better would be some competition for desktop (and potentially, console) distribution. Right now it boils down to: NW.JS. And that's it.

    Firefox may be terrible now, but project silk looks to be a dramatic improvement that should bring the fox on par with chromium (when chromium is behaving that is). What about Mozilla making their own version of NW.JS?

    Because fragmentation is bad, as you mention below.

    Ditto for Microsoft: what about a 'redist runtime' version of Spartan that offers support across Windows Desktop, Mobile, and XB One?

    What's the benefit of this over their cross-platform universal app support with HTML5/JS/WebGL?

    As for mobile, it would be great to hear from more people using CJS Webview+ to distribute on iOS8, because so far all I've heard is that it is phenomenal performance-wise, but the only person I know of who is using it for sure is silverforce.

    If it's not cross-platform, what would the benefit be to cross-platform developers? What happens when CJS goes the way of the dodo in lieu of other options with more features and better support? CJS support is terrible, period.

    I'm becoming more and more convinced that Android is a poor platform to begin with, given it's poor commercial potential, poor performance relative to the raw system perf (even for native apps), high input latency, massively fractured OS/Hardware, dismal state of chromium/crosswalk for android, etc...

    Fragmentation on Android is dropping and is the most popular mobile platform worldwide based on sales figures and install base alone. That's an odd thing to describe as a commercial failure. Every Android device I've tested on - and I test from 2.3 up to 5, across about a dozen different devices from a list of different manufacturers - has no trouble handling anything designed for their specifications. It's no different than developing for a desktop computer in terms of the different hardware configurations that need to be supported. As for Chromium/Crosswalk, I'm quite happy with 60fps 1080p performance with thousands of sprites on mid-range Android hardware, so I've no idea what you're talking about here either. I think your information may just be out of date, and I believe Ashley has already written a blog post on this very site about Android performance and support.

  • digitalsoapbox as someone who has made both 2D and 3D games from scratch I can confirm that it actually is better in some cases than being completely held hostage by a third-third party (as it's not just Construct 2 and driver vendors we are waiting on, it's also Chrome, Node-Webkit, and the HTML5 standard in general).

    The main reason we don't re-invent the wheel is because we want to actually finish the games we make instead of producing tonnes of unfinished abandonware before we finally settle on choice of programming language, memory usage/allocation, design pattern(s), and other low-level things. Prototyping is a great time to switch engines around, and being half-way finished or further is not.

    Middleware that works roughly the same way every time can be accounted for with work-arounds, while random engine-breaking updates can stall or kill a project entirely.

    The reason why I personally want native desktop is because I know that Scirra can and has done an AMAZING native DirectX 9 runtime before with Construct Classic: http://www.scirra.com/construct-classic

    Literally the C2 editor exporting to CC would be all I'd ever need ( as CC had a buggy editor but pretty solid runtime...except on Vista <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> ).

    Point is though, we want to use Construct 2, as a game dev tool it is literally the best we've ever seen, especially for 2D games. However, when you want to release commercial titles and pay say $500 for a copy of a "professional business edition of a game development tool" for each member of your indie studio to do so, you really want said game engine to actually perform the tasks it promises, especially after you've just raised all your funds in a Kickstarter and now have to release a product on the budget you initially planned (and other, less specific, cases).

    CC is based on entirely different, and outdated, technology. I'm sure there's multiple good reasons for it not being directly importable into C2, but from what I've seen of CC porting stuff as a more manual process, while potentially frustrating, seems entirely doable. It's also the nature of changing engines - it's not like Unreal or Unity have had painless upgrade or porting paths either.

    Unity is where a lot of serious C2 developers seem to be going, and each one I've seen hasn't blamed the editor in Construct 2, just the lack of control that Scirra has over runtime/export.

    Also as a side note I've been following Sombrero for some time and it's looking really good, reminds me of the Friendly Strike series I played in my Clickteam TGF/MMF days <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Except using Unity, you're still held hostage. It's just a different company's tech. There isn't even enough hours in the day for me to list all the bugs I've run into in Unity over the past 8 or so years, including some that have persisted across multiple major releases. Don't even get me started on their GUI tools. I've seen few bugs with C2 that can't be solved by rolling back to an earlier release of C2 or NW, not depending on beta software releases - which you shouldn't count on anyway as being production-ready.

    If you want to do 3D, use Unity; if you want fast cross-platform 2D that isn't especially hard to get running at 60fps on almost every system I've tried it on (FireTV is a bit slower), I still think C2 is the way to go. And speaking of Unity: see if they're still offering the $75/mo deal, I've been paying for Unity that way since they announced that plan and it's a very reasonable price considering what Unity is capable of overall, including outside of game-specific development.

    With MS announcing Universal App support for XBox One including WebGL/HTML5/Javascript-based apps, there is now little in the way to prevent C2 games from ending up on major consoles. In fact, I'm meeting with a MS rep next week to discuss doing that very thing with Sombrero (thanks for the kind words on that btw). Any info I find out about getting C2-based stuff on XBox One I will, of course, share on these forums.

  • digitalsoapbox

    Can you please mention 1 single professional game made in C2? just one

    do you know why ? Because of what i already said in my reply.

    Check games made in Unity and compare it'll be fun to do.

    and I'm still saying C2 is Awesome (to play with) in your spare time and have fun with it, not for real serious game production.

    C2 is just about 1 step close to be perfect, and this step requires REBUILDING it from scratch and include its OWN native exporter, without this it'll stay USELESS.

    I suppose that depends on your definition of professional. How many "professional" games can you think of that were made with Unity when it was in its second iteration? Because I can't think of any, and that's when I started using Unity - which I still use, often for my day job. I didn't see any "professional" games start popping up until v3. As for C2, The Last Penelope is as polished as any 2D game I've seen done in Unity.

    Your other points are comments that can be made about any development software that's purchased early in its life cycle. None of what's said above is remotely unique to C2's development.

    To be clear: you're welcome to criticize all you like, but that doesn't make you right. *shrug* to each their own.

  • digitalsoapbox

    Thanks for your great advice, i already switched to Unity and I'm learning it now, in case you don't know it is a cross-platform game engine. YEAH

    I've no time to develop my own game engine right now, but I'll do soon, and I'll let you know when it's ready.

    Thanks and have a nice time with 3rd party issues.

    Cool. Glad you're having fun with Unity. I'm sure you'll never ever run into a platform or technology-specific issue with that engine.

  • > Most criticisms people raise of platforms like Crosswalk are simply temporary bugs. They'll get fixed. Native platforms have bugs too, and they usually end up fixed as well. Everyone was crying for us to develop a new desktop exporter when NW.js had a v-sync bug. As far as I can tell, it's now fixed, and I haven't seen any other demands for a native desktop exporter since. I knew it would be fixed and I tried to explain this, but people demanded native exporters anyway. It would be crazy if we started this massive engineering project just because of a temporary bug. In the space of a year or however long it would take, any temporary issues would almost certainly be fixed. And given how fast HTML5 has developed - from no mobile support at all just a few years ago - it seems unwise to bet against this.

    >

    No, this is completely wrong.

    Not just temporary bugs, starting this "massive engineering project" is a must if you want C2 to stand for the next year.

    The problem is not related to bugs, playing HTML game inside a web browser on android system is a very big waste of CPU power and battery life, at the end the games performance is horrible.

    Flappy bird clone game consumes about 70% of CPU power and makes the mobile device suffers a lot, APK size about 23 mb just for a very simple game! and runs at 35 fps ! WHY ?!!

    such a game must be 2 or 3 mb maximum, consumes about 10% of CPU power and runs at 60 fps on most mobile devices.

    Scirra must work on a native exporter, C2 must allow us to create more advanced games on mobile devices, i can't make 2 sprites to move smoothly on mobile device with C2 regards any optimizations to both code and images.

    I'm not saying that to open fire on C2, i LOVE C2, and i LOVE making games using C2, and i tried every single program avaliable and i didn't find a single one can replace C2 even Fusion 2.5

    I appreciate all your efforts making C2 an AWESOME software and it is really awesome. except for the mobile export options.

    in my country we have a Proverb says: "He ruined the whole dish by 1 penny salt!"

    explanation: when someone makes a perfect thing and ruined it completely by a very tiny mistake at the end. the cook is ruined because of some little salt that makes it uneatable!

    Thanks

    Pardon my directness, but if you've got issues with bugs caused by third parties who control the end technology to deliver your game, take it up with them. Or fix it yourself. Or code your own game engine, since apparently it'd be super-easy for you to do so based on your in-depth understanding of how cross-platform game engines based on bleeding-edge web technology are developed over time.

  • I had a brief and ongoing chat on Twitter with a MS rep who cleared up a question I had regarding the extent of Windows 10 Universal App support on XBox One. I wouldn't call it official, but it seems promising in terms of getting C2 games on the XBox One, and I haven't been able to find any other solid info on HTML5/JS apps and WebGL support on XBone elsewhere.

    Here's a link to the thread:

    https://twitter.com/DaveVoyles/status/5 ... 9065791488

  • It's hard to give any real feedback in terms of how to reduce the resources the game needs without knowing what kind of game it is or what it's doing. Your memory usage seems really low, though, so my guess would be that isn't the issue and there's something in your events slowing things down.