glerikud's Forum Posts

  • If you put it that way, I agree. This is indeed a good idea. But will the editor be in HTML5? I guess we'll see.

  • Nope, no, not again. There has been tons of posts about this request and it always comes back to this: Construct 3 WILL NOT have native export. Ashley expained it well why they'll stick with HTML5. If you want native export, you'll have to use a different engine.

  • lets vote guys free Construct 3 with 1% limit pay for pro/business after make $X revenue...

    That might not work either. However keeping the Construct splash screen in the free edition and letting develepers sell their game with a royality fee (10% perharps) and if you buy the personal/business edition you get all the functionality plus be free of the royality fee. Just an idea.

  • When it says you can import your C2 into C3 does that mean we can even if we have third party plugins? I use moveto a lot on projects.

    I think it will depend on the plugin's creator. If they make the plugin for C3, then I guess you can.

  • So I guess my ultimate question here is: from creating a new project to seeing the first $1 come in, how many times am I going to facedesk?

    Most of the problems you'll face will be with the 3rd party wrappers. After you learn some special cases about Construct 2 (like how loops work within it), then the editor won't be a stress factor (just keep your code clean and organised as possible).

  • 1: After learning how to use XDK (it's just confusing for the first time), it gets really easy. I have 2 projects for Android and for the second I set up XDK for it in 5 minutes. Also, submitting and getting a build only takes a few minutes. So I'd say, it's not hard at all. If you want to use some plugins, you may have to dig deeper, but nothing too serious in my opinion.

    2: Construct 3 is a long way off. No one on the forums has any idea when will it come out. There is no release date yet. So, don't plan on holding back you purchase because of C3. You may have to wait a year or more.

    3: I have no experience in selling my games to publishers, but I'm interested in the answers too.

    4: What do you mean by "aggravation factor"?

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  • Well, I hope they fix these bugs in time, so you can release it as intended. I wish good luck for your project!

  • IMO, paying just once for a GREAT product like Construct 2 sounds like a missed opportunity. I would gladly pay a yearly subscription fee (at a reasonable price) if that meant the product would get the best support it needs, the best updates to its features, and the best product overall.

    I also hope that the next iteration of Construct doesn't depend solely on wrappers. Wrappers almost ensure that exports to other platforms will always be at an 'almost native' performance, and will never be at a native performance level. Wrappers also add another layer of technicality, most of which aren't even in the hands of Scirra. These things are what's holding C2 back and it's so disappointing. Again, just my opinion.

    I hope that C3 will follow C2's licensing policy. I don't think that most of the developers would pay a yearly subscription. One of the things I like about Scirra is that their products are affordable. I'm not saying to stick with this if they don't see it as a good way to expand their business. I'm just expressing my opinion.

    Also, before we even start again: C3 will have wrappers, and will not have native export. It has been stated numerous times and there was several topics discussing it why it will be like that.

    Edit: I don't get this topic C2 is dying? Scirra said that future development of C2 will slow down and we can't expect new features because they are focusing on C3. I think that putting together the Greenworks plugin for C2 is a great thing considering the work and time it takes to make C3 (even if it's necessary to support Steam properly).

  • Don't expect 3D to be easy. Unless you use a cookie-clicker engine, but you won't get far with it. Check out the plugin Q3D for C2 if you want to make 3D in Construct.

  • Thanks, it helped me out as well.

  • It's a common issue with developers that they either start a too big project they can't finish, or they start too many small ones. I'd suggest you either finish the game that's nearly done, or if you feel like you need to take a break from it then go with the website.

  • I like to own my software, online or cloud apps are almost always subscription based, which is terrible for hobbyists - the target audience of C2/3.

    Call me old fashioned but I feel the same way. I don't have a problem if a software I pay for has an online version as long as it has an offline too and it doesn't suffer maintenance because of the online edition.

    Also I don't think this will happen, because only the engine is in HTML5 and the editor isn't.

  • It's actually the other way round: Diego is working on C3 with me, but I still do maintenance on C2 so it's not left behind.

    Thanks for clearing that up. Seems like I was misinformed.

    "C3 is not going to allow non coders to "make plugins".. that's the whole point of a plugin is to connect C2 (non coding) users to bodies of javascript that call on larger solutions like revenue generation that don't care if you're using C2 or Unity or Unreal.. they are just a service."

    There's no reason for them not to make it so the users can create their own plugs using the sdk via eventing, other than the extra work involved.

    It would be a huge selling point.

    This is one of the main things I'm hoping C3 will achieve.

    If someone was that interested in coding wouldn't they just move on to another engine?

    Its really hard to tell that to a customer that just paid for a license, because a selling point was "no code".

    There are developers who can and want to code, but they still stay with C2 because the engine fits their needs and the event system provides rapid development.

  • True.

    Thank you for the information. We're looking forward to the updates