Jayjay's Forum Posts

  • It's nice to see this "feature" carried over from Construct 2.

    I guess technically it's a NWjs "feature" that your Steam fans will leave raving reviews about.

  • Friends, construct 2-3 is a powerful tool, you just do not know how to use.

    With this engine you can create fit games, trust me!

    Approach the case very carefully!

    Ah there's the "You just don't use it right"

    Sure, that would be a valid argument, except I've moved onto C# and Unity and have made a better performing game and deployed to consoles than our C2 1-chapter prototype?

    Chowdren is the first real option I've seen for actual native-quality performance from Construct 2+ and it makes me very happy, because that's all I ever wanted for the engine with an already-amazing editor.

    Also, you point at a statistics graph for an undisclosed app? If it's free to play mobile then I already am excluded simply because my games are commercial and desktop.

    Of course not everyone needs the performance I demand, 2D platformers are some of the most demanding forms of 2D games, especially as more and more enemies need platform movements.

    If you're not making something as intensive on the CPU, then you'll have a great time with C2/C3 and I never denied that (other than the lack of console options until Chowdren came around).

    Stop blaming developers, the marketing around this tool is very seductive and attracts 2D developers who have been burned repeatedly by the HTML5 dream it projects (big Construct game developers, even those from the Scirra showcases, have had to admit they ended up paying for ports in other engines).

    There's still successful games made and that will be made in HTML5 ahead, but to say "every 2D game" will be best made in this tool was simply incorrect until native export became an option to harness more of the CPU side (JavaScript is horribly inefficient, and garbage collection is even worse despite Scirra's stellar job at combating it).

  • Probably a dream, unless you read some plugin request, but i doubt is anywhere near to completion or even in sketches, thing is it always going to be the need of manual coding.

    There is a C2 to C3 -c2runtime plugin convertor but that still requires some knowledge and manual labour at minimum.

    However would be nice to have a visual scripter, for creating plugins or behaviors similar to Construct way, imagine how many plugins can be made ^_^.

    It was actually a "maybe" feature for Construct 2, that is now advertised as a potential of the Construct 3 runtime: construct.net/en/blogs/construct-official-blog-1/the-future-of-the-construct-3-runtime-884

    called "modular events"

    Edit: Wow that time I spent searching was enough for a few people to reply, it seems :o

  • > I think that between C3's faster runtime and Chowdren it will finally bridge the gap between HTML5/WebGL and console export which will make it a total-package solution for any 2D game dev needs soon too.

    I really hope great games will come out of it and catch Sony's and Nintendo's attention.

    It's really not about the games, as both of the titles we developed were well received by console companies we spoke to, but only the one we ported to Unity was able to actually release on them.

    If HTML5 could deliver a console-quality experience out of the box (without a full web browser that could easily be used to exploit the console) we would have that as a platform. Xbox One can reliably do it because Microsoft have their own browser, as I think without Edge we wouldn't have seen HTML5 support on that either in a gaming sense.

  • newt yeah, they definitely did make a much more professional editor with C2 and now C3.

    I think that between C3's faster runtime and Chowdren it will finally bridge the gap between HTML5/WebGL and console export which will make it a total-package solution for any 2D game dev needs soon too.

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  • > > so what happens when the engine becomes retired?

    >

    > Ask Construct Classic ;)

    Not sure if it will be open source like C1 though.

    There is quite the risk of C2 (community edition), turning out to be more feature-rich than C3.

    On the other hand, if people really cared that much about native performance through native exporters, 3D and all the other highly requested stuff, C1 wouldn't be as abandoned and broken as it is right now.

    Well, I was meaning more like Scirra will bury it on their main pages, drop its forums to the bottom just above Construct Classic's tiny section, and likely stop selling it at all to promote more business to C3.

    That said, Construct Classic was built on some proprietary UI library that is deeply ingrained, so building for it required purchasing that library (at the time, possibly open sourced now?)

    There was a Construct Classic community build going that improved on Construct Classic vanilla, I think R0J0hound was doing the builds for it as he had the library.

    However, I think the people who really cared about those features simply moved on, like we did to Unity, because we are after all an audience of game developers who prefer not to code at all, so suddenly picking up C++ to continue an engine that even its own creators abandoned is not ideal.

    Ashley's also well known in the MMF / Clickteam days for his plugins under "Tigerworks"

    community.clickteam.com/threads/79619-MMF-Extensions

    There was another member of Scirra (David I think?) but he disappeared in the early Construct Classic days.

    Crazy to think how many years it has been since those early Construct beta days :o

    Edit: Ah here's Ashley's post about it: construct.net/en/forum/general/open-topic-33/wow-clickteam-hates-construct-39828

    I thought they removed mention of any competitor... this is different though.

    Davo and I used to write extensions for MMF 1.5. I myself wrote about 18 extensions under the alias "Tigerworks" (listed here), some very powerful with a great deal of work spent on them. I did it all voluntarily, for free. (I did get a free license and a small gift payment after finishing Iso Grid 2, though.) Eventually we got frustrated with limitations in making extensions and got started with our own editor, Construct Classic. Despite all the work we'd done for them off our own back they took serious issue to this. I suppose they wanted us to keep doing voluntary work for them instead of giving them a new competitor.

    Anyways at the time this went down badly: we were young and immature at the time, so we had a certain amount of insensitivity and bravado about starting our own project. I regret that we didn't handle it well, but on the other hand, neither did they - threats were made against us, and it was a pretty bad time for all.

    Since then there's always been some tension. It's a shame, but at the end of the day all we want to do is write good software, and competition makes everyone work harder, so the users win. It's also made worse by users of either program stating strong opinions (read: being involved in flamewars), so please be careful about what you say about the subject, either here or on any other website. It was all over long ago so there's not much new for anyone to comment on - everyone's heard it all before. Also, they're free to control their forums as they see fit - if they don't want posts about competitors on there, well, they don't have to.

  • so what happens when the engine becomes retired?

    Ask Construct Classic ;)

  • oooh i see

    game is looking very good

    love the art style!

    Ah thanks so much!

  • > Just wanted to leave a final update, we have a release date confirmed for Switch, PS4, Xbox One, and PC !

    >

    >

    DECEMBER 6th 2018

    >

    > kickstarter.com/projects/causalbitgames/battle-princess-madelyn/posts/2329915

    >

    > Check out our launch trailer :)

    >

    >

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    how are you guys porting to PS4 and Switch?

    We took our C2 prototype and ported it to Unity game engine in C# right away (eg: within first year of project's life)

    So, technically it has been a Unity game since Feb 2016, but it started its roots and early advertising as the C2 prototype.

    We didn't just do this for console support, the game ran better with more visual effects and support for lower-end devices than our C2 prototype.

  • Looking good, would love to see a GIF or video!

  • NotionGames ah thanks very much! We can't wait to launch next week :o

  • Tinimations unxcellent We started in Construct 2 for prototyping, then migrated to the Unity game engine in early 2016. We have a few updates we shared here in this topic: https://www.construct.net/en/forum/construct-2/works-in-progress-feedback-requests-24/battle-princess-madelyn-from-t-106778

    :)

    Been a long journey, including a $200K (CAD) Kickstarter, but we're really excited to finally ship V1.0 soon!

  • Launch trailer from Battle Princess Madelyn, a game we started prototyping in C2 around 4 years ago now!

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    Coming to Switch, PS4, Xbox One, and PC December 6th 2018, with PS Vita and Wii U later in the new year.

  • Just wanted to leave a final update, we have a release date confirmed for Switch, PS4, Xbox One, and PC !

    DECEMBER 6th 2018

    kickstarter.com/projects/causalbitgames/battle-princess-madelyn/posts/2329915

    Check out our launch trailer :)

    Subscribe to Construct videos now