Mr X's Forum Posts

    nimos100 - Some of the stuff you say are exactly how I feel and what I said in this thread.

    I will still call C2 a overpriced, flawed and unfinished toy which overpromises and underdelivers. Trust me, I told myself early stage that if I managed to create my game I would instantly buy this tool. But instead after investing months of work and only see myself stumble non-stop on one obstacle after the never ending other, ruining motivation, inspiration, focus and flow. I'm just about to give up, looking for other tools at the moment.

    The whole C2 experience in itself could be compared with a badly constructed game which ultimately makes you furious and... you get my point.

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    Really, lack of floating dual analog touch controls. My work has Unity licenses($70/month) and Unity has a buy price of $1500. There are no built in touch dual analog touch controls. I'm done with this thread.

    ...says the guy whose website upon entering it immediately catches the visitors eye with naggings about C2.

    "Working the C2 SDK is not elegant. In fact I would say that the C2 engine was not designed for other developers. There is a lack of documentation and overall a lack of an SDK engine. Instead most of the work with C2 engine is through a small set of callbacks and properties. Often Scirra(Ashley) encourages that Plugins and behaviors have little interaction with others of similar type. Such as no Plugin to Plugin interaction and no Behavior to Plugin interaction. Also no Plugin to Behavior interaction, but Behavior to Plugin interaction is encouraged… whew."

    Also further down on the site:

    "Sorry Ashley, but this seems poor design architect..."

    I stopped scrolling right there. I'm sure however that there is more hate on your blog/site cause there's lots of text. Why is it so hard for you fanboys to line up the flaws of C2 instead of burying them deep in your depression? Maybe Scirra will read your comments and fix some of the issues which irritates us all.

    The touch control was just one small but still nonetheless an important example (I haven't come as far with C2 as some of you guys). Other people has mentioned local storage issues but also huge and serious performance issues on mobile units. And much more. And I'm thinking, really? Is this what I'm gonna buy? Aren't these all important and relevant questions? Including your C2 SDK issue?

    And by the way, you're comparing the finances of the company you're working for with mine, as an individual?

    I repeat: €330. I expect this to be built-in. Why shouldn't I? Or do you think I'm asking too much of a "professional" product now? Thought you guys said this wasn't a toy.

    (I'm aware that my disappointment shines through btw)

    Thanks guys for the valuable feedback, both the good and bad. And that you didn't bash my post too hard (I expected worse).

    For the sake of Construct 2 and us who are learning or working in it, these things needs to be brought up instead of pretending that issues which irritates many of us doesn't exist.

    As I also mentioned in another post - this tool (not a toy as you want to call it) is PRIMARILY made so that we all can create games with it. Well, what are the vital things in games? I know one thing - A controller. Now you'll say "but Construct 2 has support for a gamepad (console) and keyboard (PC) and mouse..."

    Okay, but if Scirra is serious with its claims that this tool can bring your games to mobiles - where are the mobile controls such as a floating controller (or what you want to call it) on the mobile screen. That's just one more example, I'm sure that there's others. Please feel free to fill in, you guys who've come much farther with your game and might have encountered these issues.

    I wanted to like C2.

    I wanted to succeed with my game in C2.

    I wanted to be able to release my game on mobiles with C2.

    None of these are easy to do.

    I'll pause here, so some of you may respond if you want - about what Scirra promise us with their product:

    "Create Games EASILY. Construct 2 lets YOU make advanced games! Build Once. Publish Everywhere. True multiplatform support. Build your game in Construct 2 and publish it to all these platforms." - Then they list 15 systems.

    But also its pricing =VS= my argument about an unfinished tool which annoys some of us due to its several and serious issues mentioned in this thread and more.

    Toy ??? no, it's very easy professional game creator..and more ..

    Please play with a toy and make this ...Good luck ..

    I'm sorry, I dont want to hurt your feelings but I'm not impressed. Good luck in releasing that on Google/Apple store and make money out of it.

    Construct 2 Business license is €329.99. That is not exactly candy money, if you know what I mean. It's lots of money. For that I get an unfinished, unreliable product which causes more work and headache for me than anything. With very little or no support finishing a game and even less support of making money with my game.

    I might sound harsh, but I'm truly disappointed with the whole picture so to speak, of Construct 2.

    I don't know guys... but the more I play around and learn Construct 2 it feels like Construct 2 itself is in such an early stage product-wise to even consider being serious with it. Everyday I see more and more weaknesses in it which forces me look at it more of a toy, rather than a professional product that will bring your game to Google/Apple stores.

    For example: Things changes constantly with new updates and sometimes drastically too. Don't get me wrong, updates are good when bugs are fixed and improvements implemented. But here, in Construct 2 compared to other (finished) products out there, we often get huge vital functions totally removed and new (dare I say bugged and badly documented) solutions replace them just to make your game incompatible again. An example is one forum post I've read the other day that Local Storage does not work on games exported to Android.

    1. How vital isn't it to be able to save a player's highscore and such?

    2. How pissed off wouldn't hundreds or thousands of players be if your product all of a sudden cant, let's say... read their highscore?

    3. How many bad ratings wouldn't your app get on the Google/Apple store?

    Also imagine putting down months of work just to find that a new update will ruin your whole game, because things has changed so dramatically. If this happens and you for example need to make a small update to your game but are forced to almost remake it - is why Construct 2 feels incomplete as a product to me. The versioning system also may suggest that (v0.206 and not v1.206 ?)

    I'm aware of that seeing this from an outsider perspective might collide with some of your guys perspectives, and you may dislike what I said with this post.

    Another example: Is there real guidance and support from Scirra to what you do AFTER your game is finished in Construct 2?

    I don't know, maybe I'm just disappointed and need to ventilate cause I've wasted months learning C2 and getting to a point where I understand that the product feels unfinished and doesn't suit my and other's needs and demands to actually being able in an easy way to release a product on web stores and maybe earning some money from it too.

    Until Construct 2 doesn't need these radical changes anymore it can't be considered a professional, reliable and finished product.

  • I'm talking about randomizing or setting the RGB values from 0-255. I have a situation right now where I've created many different sprites to achieve the sense of random colours but at the end they all feel very static after a while. WebGL as someone above said doesn't work on all platforms.

    There's at least three huge benefits with this.

    1. You only need one image. More efficient and smaller sized games in memory and disk.

    2. You get true random colours. Reduce the effect of a static and boring impression from a player perspective.

    3. Less work in creating and sorting each image for each colour.

    It doesn't feel that this should be hard to implement in the software, correct me if I'm wrong.

  • I was just about to ask this question in the forum, although I kind of already knew the answer cause sprites are so static. I hoped to be wrong but by reading the above I know for sure now that this cool idea is not possible either. Encountered too many of those now.

    Construct is an awesome piece of software but too many things you can't do in it drags it down a bit unfortunately.

  • Why I even started to think about this whole thing about documentation, flow chart etc is because I find myself after getting back to a project I've worked on that, after a while that I've lost track of what I've done and what's really going on. And it's not because I've commented badly, because I do it thoroughly. The events sheet needs to be redesigned or something, I don't know. It's just becomes too messy and hard to read very quickly, to spit it out loud.

    I can only imagine coming back to my project after months... What a nightmare.

    So. I'm still calling for an improvement in the overall overview. Thanks.

  • Thanks for confirming the need of such features from a user perspective. Keep the ideas coming.

  • Very good example. That's one way to do it.

  • The initial idea I had is that I want the events/the game to be documented. What is happening, and when etc. Would it make more sense if you extended the idea and export a flowchart of what's happening in the events together with the comments?

    So, an idea of documentation and a good overview, some kind of visual feature showing the logics and flow. I don't know maybe you could just think about it?

  • I would like an export function for comments. Where Construct saves all the comments in a text file as documentation. A documentation of what has been done in the event sheet where I can look at the order of events and the flow in an easier way.

    What do you guys think, will this be useful for anyone else besides me? Do you feel you're missing this feature?

  • Superb information right there Ashley. Very good to know.

  • Bah, giving up. I solved it my way instead.

    My solution is that it doesn't matter where on the screen the user touches. The player character moves to that destination. Not optimal and not what I initially wanted. But it's working, it's effective, with a very very small amount of code needed.

    Thanks anyway.