karan316's Forum Posts

  • I had the same situation with an 2d artist, not pixel-art but just painted stuff in Photoshop. We wanted to do an isometric game and after he started working on some characters , we came to the conclusion that he had to do not 4x times the work, but almost 5-6 times the amount of work for each character (walking cycles from 4 different angles).

    The 2nd approach has to make the 3d characters and animations in 3d, paint the UV maps so they look stylished.

    I think If I wanna make a pixelart game, I will first model the main characters in 3d, and make the pixelart on top of the rendered animations

    A very late response. But I would say I am "not" an artist, but I can still manage a lot of stuff on 3D softwares, the tools make it possible for me to create stunning 3d models/scenes without having the creativity and knowledge that an artist possesses.

    When it comes to 2d, you need way more knowledge of colours, shades, structures, shadows, movements, etc. to create something appealing. I am not taking away anything from 3D artists, but I can say 2D is way more difficult and time consuming.

    GTA-2 and Urban Chaos taught me how gaming can connect with people on a deeper level when they are given complete freedom and allowed to express themselves instead of forcing them to follow a set path.

    Other games that really inspire me include the Call of Juarez series, Dreamfall series and Syberia 1 and 2. The stories in these games are rich and the characters are well-defined, I was so emotionally involved that I actually felt bad when I completed each of these games.

  • Technically its identical to the Html5 export.

    I made an app for the FFos store way back, and it seemed to work fine.

    I also agree with what karan316 said, but only selling in the third world countries is what killed Btg.

    Third world countries? What do you mean by that?

  • Very interesting. But it'll be tough for a new OS to break into the market of developing countries. Since people are so crazy about Android phones and the OS is available even in sub 50 USD phones. But I hope it works, iOS is great, but I have never been a fan of Android, seems pretty unpolished to me.

    I would love to see more and more websites hosting HTML5 games exclusively for mobiles. I mean there has to be something that gives tough competition to the Android and iOS stores, a website hosting premium games with a one-off payment to the devs would be awesome.

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  • I can agree that 90% of the games in Arcade are garbage.

    Scirra have just hired a new web developer, who will rebuild/upgrade the functionality of the arcade. So hopefully they can just delete some of all crap

    It would be good idea to have a "premium" section, with only games rated higher then 4,5 stars or something, or classified as "quality"-game by some scirra admin

    That's great news. I really look forward to it.

    Plus, I think it'll be excellent if Scirra can arrange a premium section that works on both mobile and PC (Obviously the creators should make something that works on both platforms for that). And it can also help Scirra to have its own unique platform with a large fanbase, people would keep coming back if the quality of the games is great.

  • I don't know if this is a great idea, but is there a possibility to delete all the low-quality games on Scirra arcade and create two separate sections for PC and mobile game uploads?

    Again, that would require a lot of monitoring and games will also have to be rejected if they lack quality, but a stable web platform for mobile games managed by Scirra would be pretty cool. I mean it might just become big in the future like "itch", right now it's like anyone can upload anything and that makes it tough to take Scirra Arcade seriously.

  • C2 has the largest community of all the 2D game engines. Despite non developing natively for mobile, if you're a beginner and you're stuck in a critical point, you have more chances to find help here than with MMF or Stencyl. At least that's my impression.

    Agreed, and that's the reason why people need to create useful threads and ask for help whenever required. Repetitive negative threads bashing one single thing will not help.

  • Making a game that can't be published is indeed the biggest bait and switch in the gaming industry. It is not a small thing, indeed, it is everything. All the great features in the world do not make up for this one lacking area. Unless you have no intention of publishing a game, or making a dime ever in the future, this one glaring flaw destroys the whole platform for me and my friends who want to use it.

    "Can't be published" is a huge statement and that is not the case at all.

    I do respect your opinion, but I think it's way better to do some research and see what you are getting into rather than expecting things to be super easy. Construct delivers when it comes to making gamemaking easy for artists/hobbyists/non-programmers, and that is the most important thing that the consumers expect from the product. When it comes to publishing a game, it is compatible with some platforms and you have to work your way around to export games on the other platforms. There are so many developers who have published their Construct games on various platforms(and even made money with their games).

  • Tom

    Ashley

    Tom and Ashley, I would request you to create a separate thread for "issues with mobile export(for both c2 and c3)" and delete all the other threads that people create every second day on the same topic. It's not useful at all and it makes Construct look bad. If I would checkout the forums as a newbie, the overly negative threads(on the same issue) would send a wrong signal to me.

    Please cleanup the forums, I seriously think these threads are either created by people who jump to the conclusion too early or the ones who are just here to put the product down (Some dedicated users are offering constructive criticism and that's great IMO, that should be encouraged). I don't mean to disrespect anyone's opinion, but Construct delivers way more than a regular game engine for non-programmers and future users should be able to note the 9 great things that the engine offers rather than the 1 area where it lacks. The forums are seriously misleading at the moment, we don't need 500 threads criticising one single thing.

  • Would you please sign my petition?

    https://youtu.be/bQsyvPcHdrs

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  • I've since calmed down from the initial sticker shock of C3, but still maintain it signals the end of Construct. Here's the issue:

    Hobbyists - will pay for one year (maybe two) on a subscription basis. The novelty of making "apps for fun" wears off quickly for most.

    Dev - At $149 per year for the right to monetize apps, it's a tough sell. The app market is about dead for 90% of indie developers and Google Play constantly sends out bots for issues such as outdated Cordova plug-ins etc. They also constantly change their terms for monetization and as a dev, I don't want to be beholden to keeping a C3 license just to possible "fix" apps that are flagged on GP in the future. $12 a month just to use C3 is too much. Most "new devs" (Constuct level) will never see $12 a month. My latest app created with Android Studio made 2c today - that's right 2c. It's not as easy as many think.

    The beauty of C2 was that you already owned the license, so any issues could be worked out "eventually'. It's a shame becasue despite my criticism of C3, I had a lot of fun with C2.

    I don't remember the same defensiveness of C2 as there is for C3, in itself, that's an indicator to me that the subscription platform may be being realized as a mistake.

    I don't mean to sound like an expert, but I think if making money is the question, then indie developers like us should just look at PC and Console. Just do one thing, contact any seasoned indie developer and ask him what platform you should target and why.

    I have been doing my research for the past 2 and a half years on various gaming related stuff. I felt too raw when I had tried to make games with C2 the last time. All the tools were there, but I didn't feel I was ready enough to make something worth playing, so I have invested a hell lot of time in understanding the industry(Still don't think I have enough knowledge though , the gaming world is too large and complex). From what I have learnt, I personally wouldn't even target the oversaturated mobile market even if I create something super simple. I agree a 100% that compatibility with Steam is a must, but you are reducing your chances of getting success with the mobile platform. Even if you use another engine, I would just request you to focus on the PC and console market.

  • Lancifer

    Tom

    joelmayer

    mumu64

    Thank you so much for your response guys. I wish to see more positivity here, not saying to just say nice stuff about the product, but being a bit constructive and not being overly repetitive with the criticism can certainly help. Also, it's great to give credit where it is due.