Jayjay's Forum Posts

  • Obviously c has worked out great so far.

    Newt got it

    Zebbi I meant that I already know native will be better because we have already tested and proven it for ourselves. Especially on consoles (and even mobile but we wont be planning a release for that platform)

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  • >

    > Everyone thinks that making a native engine will magically fix everything. It's not the case.

    >

    But everyone DOES think it.

    I don't just think it, I KNOW it thanks to remaking our entire game in the Unity engine

  • It's a smoother process to export yes, but the game will run at the same performance, just in case you were wondering about that side of it.

  • Nintendo has no HTML5 frameworks at the moment, so nope

  • the Mnk by blaming developers and ignoring evidence that HTML5 is not even matching Construct Classic (which by Scirra's admissions is not nearly as optimized as C2) the stand-point of Scirra on this is that it's not their issue to deal with. And to a limited extent they're right, most of the problems occur on machines that simply can't run HTML5, or problems in NWJS export that Scirra has no control over.

    But given the way C2/C3 are advertised as "export to all these platforms" and "nearly as fast as native" I personally feel like there's some valid arguments for Scirra to take more control over the export side of things.

  • the Mnk there have certainly been major problems with NWJS and C2 for us, which is why we switched to Unity for our next game.

    Almost every negative review and negative Let's Play on YouTube had bugs in the collisions due to HTML5 not running well on their machine (which were often good enough to run modern 3D games just fine).

    SvR Audio Thanks!

  • the Mnk, we still do sales from time to time yeah! People still buy it, but it's very much driven by word of mouth and YouTube Let's Players as we focus on Battle Princess Madelyn now (our next title, in-development and we switched from Construct to Unity)

  • Superpowers HTML5 is the coolest 3D game dev tool I've seen for HTML5 games: http://superpowers-html5.com/index.en.html

    It lets you work together with friends collaboratively, but unfortunately does not have visual scripting (JavaScript isn't that painful to learn though!)

    You can also make some basic 3D games (2.5D more like) using the completely free GDevelop, which is event based like Clickteam KnP/TGF/MMF or Scirra's Construct programs: http://compilgames.net/

    ThreeJS is completely code, but is free: https://threejs.org/

    Godot 3.0 isn't out yet, but it's going to be much better for 3D and support HTML5: https://godotengine.org/

    Then there's one that is "free" if you host your game on their site called PlayCanvas: https://playcanvas.com/

  • The conversation was continuing over here but then got buried:

    I don't think it's being ignored willfully, but I do hope it's on the back-burner of things to look into (as if a performance increase comes out of it, then we all win!)

  • The Next Penelope seems to be the best title for financial success I bet: http://steamspy.com/app/332250

    Our C2 title Insanity's Blade is on Steam too (http://store.steampowered.com/app/33419 ... tys_Blade/) and the SteamSpy stats for owners # are fairly accurate (use the upper range): http://steamspy.com/app/334190

    As for any C2/C3 games on mobiles or consoles (eg: Wii U or Xbox), I wouldn't know, but I would imagine it's not going to be anything as action oriented as the two games above due to the reduced hardware available to work with.

  • Cryptwalker hehe thanks!

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  • tarek2 thanks!

  • NotionGames Thanks! Good luck with Super Ubie Island 2 by the way!

  • Cryptwalker Your performance there (second test vid) actually looks great for C2/3, I am surprised it's running that well on an Xbox + Edge combo.

    Perhaps the initial lag is it streaming more assets in the background? I think SFX can do that by default.