Every 2-3 months or so, another thread starts and the conclusion is that c2 is a great piece of software has many possibilities but is hard to reach them. the no1 excuse is that behind c2 is a very small team/studio that cant do as fast as any other aaa game engine developers. and thats true.
I bought c2 in 2012 i think with my priority for android. i knew nothing about what a wrapper is when ashley said before buying that cocoonjs could make the game like/close to a native one. 3 years after we discuss the same things. about mobile gaming.
In these 3 years i expressed my thoughts and wills why c2 can not have the possibility of 3d objects (if not playable at least in the backround) to give some depth in the game. the answer of ashley and the most of c2 users was that it will mess the engine the plans is to stick with 2d and we dont want 3d or the third dimension is very difficult to achieve blah blah blah. Then q3d came. and behind q3d is a student who SPENDS his free time cause he studies and maybe works too to achieve his revolutionary plugin. and then the difficulties gone and then 3d is possible and what a great job youve done. and i still feel that the man behind q3d never get the credits that should take. his job is fantastic (the lack of tutorials is depressing me ok) he should be immediately join scirra.
then came the break up with cjs. it dissapears from the export options (its hidden from the options) and the only way to export "officialy supported" is intel xdk. it build my games and ive got about 25-40% lower frame rate in very small projects, got music problems and a grey screen in the start sometimes. i thought maybe its my smartphone so i bought a quad core mtk, mali 400mp2 gpu smartphone but the frames still are much lower than cjs. if someone told us back in 2013 that the day we will miss cocoonjs will come who will believe?
what im trying to say is that c2 is most for amateurs no coders who have a dream to make a great game including me with tons of assets and sounds beautifull and complicated and then we realise that we have to make some or many steps back cause mobile gaming is hard to support all of these assets. the problem is that games with not too much assets cant make it to mobile very well too. i export spaceblaster once with cocoonjs and crosswalk(?) to android and it runs with 10 frames or so.. we always are saying that users dont know how to make a mobile game but i think that is not the whole true and maybe c2 is messy and buggy for mobile gaming too.
for me Scirra youve done a great job, classic was good c2 is good also you take a lot of publicity, youve got many fans/users/buyers. its time imo to hire some programmers to start a kickstarter or something like that (maybe why not..), and rebuild the engine from the start. dont spend time to polish a program which dont delivered to users what it said it will.
for the developer of next penelope your game is awesome you ve done magic man i wonder if you can port it to android or ios or blackberry is it possible?could an ipad handle your game and if not why? i saw games with tons of graphics and effects 3d or 2d that ran flawessly.