3DPiper's Recent Forum Activity

    I'm an animator and visual effects artist and I've used C2 for hobby/prototype reasons, exporting mostly for desktop.

    I do have a current game for desktop/mobile I am developing that I hope to take fully to market. It is a 3D ISO style game which you can't do in any flavor of Construct (I had fingers crossed for C3) so I jumped over to Unity with Playmaker.

    I am not a fan of most google products (I know I am in the minority), so I will probably skip C3 and have high hopes for C4.

    Also, Unity does have different eventing types: plyGame is quite a bit like event sheets, but there's also PlayMaker and a few other visual scripting tools available for it. It's probably just a matter of time before "I stay with C2 for the event sheet" becomes "I switched to Unity for the event sheet" and it'd be a massive shame if that wasn't an event sheet plugin made by Scirra.

    After asking for a roadmap past C3 (and not really getting an answer), I downloaded Unity and bought Playmaker. While it is different, it isn't as hard as you think and there are tons of tutorials.

    In the end you have to use the tools that will get the job done. If you don't want an HTML5 workflow, choose another tool. Waiting for your favorite tool to finally do what you want (via feature requests) may take years. In that time, you can learn a tool that you know will do what you want AND deliver your product on the platforms you need.

    I was a heavy discreet combustion user who was very reluctant to learn anything else. Now I use AE and I'm glad I do.

    I'll keep using C2 for simple 2D HTML5 games, and probably Unity for everything else.

  • Lets say we all take the red pill and jump into "Everlasting lock-in hell" (as another user put it).

    Once you pull the trigger, there is no going back. Projects you make are locked to it, and you have to keep your subscription current to maintain them.

    So what is the roadmap for C3? We have seen evolutionary niceties that I would think any program of this age would have, but what of the future? Why upgrade?

    All of the years of feature wishes from users seem to be met with 'why you don't need that feature' or 'we aren't going in that direction' or 'you can always write your own plugin'. Construct2 users are as loyal as Star Wars fans, and are so hungry for C3 they politely cheer with each new blog post. But like the release of Episode 1, it eventually sinks in that Jar-Jar just isn't cool.

    Since purchasing C2, I've never thought of looking at any other programs until C3 was announced. I think the other offerings have leapfrogged scirra and are focused on revolutionary tools to make it easier for the user to efficiently create quality games across a wide platform. C3 seems very focused on what was C2s future 10 years ago.

  • In Windows 10, we have the 'Print to Microsoft PDF' which works great for webpages.. We use it all the time to get a PDF then print at school etc

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  • [quote:1qek2gc9]Random idea ( U know what would be awesome ?, Scirra to make a unity plugin with their visual approach charging 150 per year. No problem there. I would happily depend on unity's devs faults rather than ludei, intel etc..)

    This is not too random at all, look what other users did when they didn't like the editor in Gamemaker they made their own:

    http://parakeet-ide.org/

    [quote:1qek2gc9]When users with promising projects begin to dislike the direction of the engine, I think it should be taken into account.

    True dat

  • It would be great to edit in C2/C3, then load the project/html5 into another game engine for proper fool-proof guaranteed exporting

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  • C2C: Bespin

    With all the talk of the other software I took a look at Clickteam's Fusion 2.5.. Wow, it looks like it would be so easy to jump right in, it looks SO similar to C2 (who came first?).. Nice gallery of games (several I recognize on Xbox One), good pricing scheme..

  • Instead of a 'subscription', how about a rent-to-own payment model?

    3 options:

    • 1 time payment of $500 (guessing a 5 year development cycle)
    • 5 yearly payments of $110 (total $550)
    • 60 monthly payments of $10 (total $600)

    That way if your budget allows a single purchase or yearly $110 payment you can do it.

    But if you only work occasionally and need it for a couple of months a year, you can pay for the months you need to have export functionality. The software works so that you can build/test games, but won't export unless you are current with your payment. Once you've paid off the software it is permanently unlocked.

    For many, $10 is much easier to come up with a month than $110 once a year.

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3DPiper

Member since 22 Nov, 2014

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