eyeliner's Forum Posts

  • I'd say, use the basis of CC's builder and go from there.

    Can't be that hard. Just incorporate CC in C2. If only my programming knowledge could take me that far. I'd do it for free.

  • Please note: we may make this a licensed-only feature.

    Don't. You can then enforce the "Made With Construct 2" splash screen like this to free users. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Tested in my work computer. dll issue, but game ran ok, sound and all. On close, there was an error message.

  • Wrong. Since there's a way to users to review apps posted on each store, you will be safe in your choosing. There's youtube and review sites for almost anything that exists, so... yeah.

  • I love how elitist some people are. It's a laughable stance, actually. Who cares if the games are low quality and spam the market? The good ones are at the top, anyway. The time where anyone can develop and use the world as a test is now, but still, I read these kind of "protectionist" comments.

    Funny, really.

    The problem is that now there are a lot of indie developers out there, from wich YOU are part of and opted to sell their work DIRT CHEAP.

  • I disagree, Fimbul. Not everyone wants to make the games and be rich of of them.

    Or... Ashley and company can create an exporter as a plugin and sell it. ;)

  • That's one side of the question, Ashley. Though what you say is true, let me add another viewpoint.

    iDevices are all the rage these days, yes? Apple charges you 100$ a year to publish for them. Microsoft also for its W7 Marketplace.

    Add that to the costs from AppMobi, you can see the costs scale pretty quick. As it is now, the service provided doesn't even allow any hobbyist to create a free game to release on the Android market and start making a name for himself.

    Obviously you need to invest in order to gain, but it's better to understand that most Construct users are hobbyists and that is a lot of moolah. If I wanted to make a game and publish it to 3 devices, that would be almost half month's wage in a pop.

    Of course, one can reason that you can take your time and publish for different devices/systems in different times, but that only makes it harder to capitalize after the hype is gone. There's a reason games are released at the same time for different consoles.

    But let's hope contenders arise, though.

  • Very good! Thanks!

  • 100Mb is massive for a web game. Try to mix and match most sprites, play with alpha values to add variety and use a small scale.

  • Very interesting topic that was buried... I wonder if anyone picked it up.

  • I intend on making games for a bit of extra money, but by no means as a main source of income.

    I now my limitations (drawing and sound) and my strong points (creativity and story telling). Mixing both, I can't yet make a full complete game on my own and my work doesn't leave me with enough energy to make it at the end of the day on a regular fashion.

    Also, being a fairly new addition to the game making scene (bought GM8.1 August last year), and construct a month ago, I've been trying to find the most suitable tool for me. Having selected (and payed for) them, I can now get down to business.

    My goals are making a game to at least pay for the tools I used to make them. No more, no less. Recoup investment and then make the next game so it makes enough money to pay a bill. <img src="smileys/smiley17.gif" border="0" align="middle" />

    That's it, making games to help pay for a bill. Not a too ambitious project now, is it?

  • No, it is not. It's a fad and we ae years until this is feasible/viable.

    This cloud storm will pass.

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  • HTML5 is platform agnostic, so not really a "PC" issue. If you mean exporting, there's a few options in C2, but out of the box, only HTML5, that work on browsers.

    Any game you can do with CC you can do with C2. Basically, anything you feel like doing.

    Of course, there's some easier to make than others. Just try it out and let C2 show you what can you do or just make a concept in it.

    And reading the tutorials also helps.

  • ............... True, but you must recreate the whole game in both platforms if you want to target each platform.

    If there was a possibility of exporting a capx to Classic, there would be no problem and all problems would cease to exist.

  • I like the helmeted pig...

  • t is a hassle and surely much harder than installing an EXE game on a computer

    I've argued this to death already, but I genuinely do not understand this at all! So downloading an EXE, going through security warnings and having it only work on one platform is more convenient than just visiting a URL like any other website and the game is already running? Surely not!

    Easy answer, given with a question:

    Why didn't you make C2 a web app? You see, I just might, once in a while, be offline. My tablet might have reached the limit on it's data plan. I might not have money to have 3G internet because it is still a bit pricey. I might not have a server to put my app on. My computer might not perform well. I might want to make an epic game, but online space has it's constraints.

    It's all about convenience, Ashley. I don't understand your blatant refusal and security warning talk. You have an exe tool that could be an online platform, so your critique is odd.

    Let's have a factual example:

    Do you know GDocs or Zoho or Office Live? Do you have Open Office or Microsoft Office installed? Which one do you use the most?

    Do we know the answer to that question right? And you understand a huge number of people today do the same?