deadeye's Recent Forum Activity

  • Well, you don't really have to expect anything I guess. If the reasons he laid out aren't enough to convince you then I suppose that's that. It's a fair enough point of view.

    Anyway C1 isn't really going anywhere. I mean, I can't say it'll happen with 100% certainty, but with the SVN opening up folks like Rojohound and whoever else can still contribute bugfixes, and even new plugins and features.

  • Well, there's little point in arguing over the matter.

    You're just as likely to convince me that it's a good decision as I am in convincing you that it's not a good decision.

    I'll pop in from time to time to see whether Construct 2 has exe export out of the box.

    Oh I'm not entirely disagreeing with you. I won't really have much need for C2 until it can export to desktop runtimes either. I'm just saying that there's a whole lot of people out there who will be thrilled by it, what with Flash, Flixl, Flashpunk, Unity, and Yoyo Games being so popular. (Notice I didn't mention Silverlight, hehe-OH CRAP I JUST MENTIONED IT )

  • I agree that an .exe exporter would be nice. It's more in line with the kinds of games I want to make as well. I've never been one for browser games, really. When I'm in the mood for games I want to spend one or two hours vegging out, and I've never found a browser game worth more than five minutes of my time. And I like my full screen.

    But even so C2 won't be able to do much for a while. By the time it's at a state to where you can make a long and complex "serious game," then I'm sure there will be some kind of .exe option from somewhere to follow soon enough. I'm not terribly worried.

    As others have already mentioned, HTML5 is nice, but it's not going to attract many serious Indie devs.

    I have to disagree with you there. Do you know how many indie devs currently use web technologies like Flash, if only for the sole reason that you can easily do cross-platform? TRILLIONS.

    Yes, there are more indie devs than there are people on the planet.

  • Well, the performance seems pretty bad compared to C1. I get about 36 fps with just 50 objects changing angle and size every tick.

    This is a very early runtime, and it's not very sophisticated yet. The speed will pick up .

  • So you can choose what to pay for huh. That's...kind of weird.

    There have been a few instances of the pay-what-you-want model, including albums from Radiohead and NIN, as well as the Humble Indie Bundles of popular indie games. It's just another way to combat piracy and still make a little money... pirates often cite "too expensive" as a reason to steal stuff, so this sort of removes that excuse. People who think $20 is too expensive could chip in $5, or at least $1. Or really at least $0 I guess, if you think that's all that it's worth to you.

    [quote:ioks2yb8]Does this mean people can charge for plugins?

    Yep. If they want to. But plugin creation in C2 is going to be a whole lot easier than in C1 so it better be a really good plugin or someone is likely to make one that does the same thing for free.

  • I'm curious (and I don't think I'm the only one) but will this be able to eventually export to .exe and have directX support?

    (Sorry if this has already been answered elsewhere, but I didn't see the answer when I searched.)

    [quote:15mr8mc6]C2 is designed around external 'exporters', which are written separately as add-ons (like plugins) and should make it significantly easier to port to new platforms further down the line. This also means there'll be an Exporter Development Kit (EDK)....

    Hopefully this will encourage third party ports to new platforms. This could include an official Windows desktop EXE runtime in future, a third party Android native exporter, or whatever anyone thinks up.

    Not a very likely chance of DirectX support though... it'll have to be OpenGL.

  • A thread for your .capx test files (or upload your .html somewhere ) so we don't clutter up the Your Creations forum with a bunch of not-very-playable demos.

    Here's one I made with Build 23. It's Super Mario Bros. Sort of.

    There were a couple other cool demos done in the testing forum as well. Arima made Pong and linkman did a pretty accurate remake of Asteroids. Perhaps they could be convinced to post those as well...?

  • remember qbasic gregbug? i used to to love it when i was 14.

    shame that nowadays languages seem so much harder to me then qbasic was.

    I know, huh? I miss qbasic . It's really too bad there isn't an updated version of it that will run properly on modern computers and displays.

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  • Okay no biggie

  • What about people who were planning big games in Construct but weren't too far along? Should they continue it in 0.x or what? I'm also wondering if 0.x will really get bug fixes when needed and for how long.

    I would imagine that would depend on community involvement from this point on.

    [quote:3e8hsdxd]One more thing, how difficult do you predict porting our events to C2 would be? I'm sure no one wants their events to all feel like a waste when C2 comes out. Will most of the event sheet system use the same mechanics and actions/conditions/expressions etc?

    Yes the same ACE setup is being used in C2. And I think the event sheets actually look a bit nicer, so far...

  • Hey my name is Alastair, I use to always forget my password on this site so I made a new profile.

    If you like I can reset your password for you.

  • To the pricing: It was mentioned here because Ashley said so, when talking about C2 some time ago. There were plans to make it commercial, but with a free version also.

    I think - and don't quote me on this - but I think the plan is for the main program of C2 to be free, and certain plugins or runtimes or licenses will cost a fee. Pretty much the same way Unity is doing things now. But obviously I can't speak for Ashley, and he should really be the one to clear that up (and I wish he would, there's a lot of speculation going on in the thread!).

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deadeye

Member since 11 Nov, 2007

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