Elliott's Forum Posts

  • Just making your collision sprites less generous - there's nothing particularly bad with your "bug", you've actually inadvertently added coyote time: urbandictionary.com/define.php

  • Motion path visibility toggles in a similar fashion to layers would be nice

    The latter - they'll also stop providing updates and bug fixes.

  • Logically it should perform better, if it doesn't that's a bug.

    What are the errors?

  • Yes, but that's a limitation of iOS, you just can't go above 5. iPadOS and iOS for iPad can detect 10.

  • Let's assume Scirra are converting 8% of their 100,000 users, that's an income of £608,861.88 a year if we use an average of $99 a user, but we'll call it £610,000 for easy maths.

    Lose 2% (£12,200) for transaction handling - £598,000

    Next up, staff salaries; let's assume a team of 6, earning the average London wage (£37,000); all together that'll cost £222,000 - you've now got £376,000.

    Don't forget NIC - that'll be £4k per person, or £24,000; now you're on £352,000.

    Better get some offices; average for London is £650-1,5000 per person; and Scirra have nice serviced offices. Let's call it £700 per person, it works out £50,400 a year. £300,000 remaining.

    You'll probably want some tech for those offices. Some computers, monitors, chairs to sit on. How many devices does Construct work on? All of them? Crap, you'll probably have to buy some phones and tablets for testing purposes, how much does the new iPhone cost? £1,000? Let's call it £10k all in. £290,000 left.

    Your product is web based right? You'll need to host it, and the multiplayer signalling server, oh and the build server - don't forget about the website and the forums either. It'll need to handle lots of simultaneous connections from all over the world, not to mention have a really high number of fallbacks. Let's fluff the numbers here and call it £15,000 a year in hosting. £275,000 in your bank.

    You'll probably want to drum up some marketing now, in-house talent is all good, but you'll likely need an agency for stuff like exhibitions, print work, PPC and outreach. £75k will get you a decent agency for 40 hours a month and give you some buffer for budget and outcosts. £200,000.

    All done? Nope. Tax! 19% (£38,000) please. You're down to £162,000. Seems like a lot? Using our numbers above it costs £37,333 a month to run the company, so what you're left with is just over 4 months of runway.

    Sure, you could hire a new person, but then you have to factor in the extra salary, the cost of recruitment, and the time spent on-boarding. This is excluding any kind of interest repayments you might have with investors or a bank, or dividends for directors and shareholders. Plus loads of stuff I forgot!

    The above numbers are entirely speculative, but it's unreasonable to think that Scirra are actively choosing to not scale.

  • Who can buy educational licenses?

    Any organisation where the end user of the seats are students or teachers may purchase educational licenses. Anyone can buy educational licenses on behalf of these organisations.

    construct.net/en/make-games/buy-construct-3/educational-plans

    That's very interesting - low 5 figures or high 5 figures? I could just about understand £10-15k, but if it's £50k+ you might as well rebuild the entire game in a different engine, or hire someone to do so. I'll admit ignorance here but I assumed the benefit of porting runtimes like Chowdren is that a bulk of the engine is already mapped 1:1

    Yes, who are these third party companies?

    One of them doesn't seem to want to take on new projects,and while the other did reply to me they quoted a price for the job that, without giving away numbers, was completely bonkers (about 10 times the production budget of the actual game).

    I'd be interested in greater transparency here. Obviously no two games are the same, but ballpark figures - was the porting cost £X,XXX or £XX,XXX?

    Scirra regularly unlock the free version for Game Jams - I imagine that they have fairly conclusive data as to the sweet spot balance of limits/conversions

    So am I..

    Construct 3 is $99 a year.

    Two years is $198, or 2*98.

    You would like two years - you are willing to pay $250.

    $250 is more than $198.

    Simply buying Construct 3 would give you everything you wanted for a price lower than you propose to pay.

    All of this is ignoring the fact that Construct 2 is a perpetual licence, that you already own, and will not expire.

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    I propose the option OF $250 FOR 2 YEARS WITHOUT ANY INTERNET INTERVENTION OR ANY PAY TO USE PLANS,

    I DO LIKE CONSTRUCT 2 !!!!!!!!!! GOD BLESS !!!

    I think one of us is having a stroke...

    You can get Construct for 2 years for $198... You can use it offline; what's the problem?

    A permanent option just isn't scalable.

    I compared Construct to GSM2, a like-for-like featured GSM2 costs about the same as 6.5 years of Construct; that's a pretty good deal in my opinion, especially considering that most game projects can be wrapped up in less time, meaning you wouldn't need to spend as much if you went with Construct.

    Would I like to see improvements? Sure - I'd love to see a sliding scale discount (i.e, buy 3 years up front for a 30% discount), it'd be very interesting from a business standpoint to know Constructs retainment rate and if such a change would boost revenue; but I can see how that would quickly create issues for Scirra.

  • This sounds like a possible new vote for the following idea: construct3.ideas.aha.io/ideas/C3-I-305

    Basically, custom HTML hooks that would allow the user to customize the web HTML5 export template by adding code snippets.

  • I'm assuming Kelvin is using WebM for its superior file size, and that any alternatives are simply too big.

    WebGL2 has weaker support than WebM, so I'd use it with impunity, as if the browser doesn't support WebM, it probably wouldn't support C3 to begin with

    EDIT//

    You might want to look into the iframe plugin and YouTube for streaming video through your game