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  • Now whether the amount of work involved would be worth it, that's another matter.

    Also sort of a reply to Ashley: It is if you want console and desktop export, and technically also mobile export since why would you use HTML5 on mobile when you can just export real Android and iOS apps??

    As for "A closed source game engine which doesn't care about us at all", I think there's three major issues with that way of thinking:

    1. Chrome/FireFox/whatever is for all intents and purposes a web browser, the ability to render interactive content is something they're improving (SLOWLY) due to HTML5 + WebGL being included in the web standards, but game engines inside HTML5 are not their main focus, and for anyone following the Chrome jank issue they can see that it's been going on for years. We have been lucky with some fixes so far, but I don't think we can assume that anyone on their end really specifically cares about making C2/C3/our exported games work in their browsers. Ashley has been doing a great job at pushing for fixes and I appreciate that, I love Construct and I wouldn't argue if I didn't care about its future.

    2. If Unity was a tiny obscure company I'd mind the closed-source part, but when is Scirra going to get their hands dirty in the source code of these open source browsers and make their own player app that's optimized just for Construct games? That's what I'd need to see to believe that a company which hires hundreds of employees to make a game engine is going to be beaten by a small middleware company with a much smaller customer base.

    3. Also still considering Unity being a dedicated GAME ENGINE, and that's how they make money, I think it's silly to say they don't care about people being able to make games in their engine. In fact, they've shown more willingness to adapt and change for what their users want than I've seen in a lot of the "more personal and friendly" game engine companies that often attract indie devs by advertising there's no code required (when everything is really just logic, and if an indie had the time to learn they could probably script in LUA or JavaScript without much issue).

    Sure, they might make drastic changes that require re-making the plugin, but since C3 so far is just a re-skin of the C2 runtime what's the problem with making new editor interfaces every few years and re-selling? Might as well make it a yearly subscription eh! (and I'd actually pay for it, for real, because Unity is not designed for 2D and it still feels like an add-on, plus events are just nice and I'd feel much more comfortable using them if they exported to some C#/.NET bytecode underneath )

  • Well, a standalone Construct 3 is in the works ( I hope still the case ) , so ultimately not reliant on anything.

    That's the editor, not the runtime.

    That said, I guess it'd be kinda neat if the free version of Construct 3 was the "Player" for apps too, so then it's an all-in-one EXE/etc that you can distribute to people. eg: if it detects a game project already in the folder, the EXE switches function to a game only, unless the developer has specifically chosen to allow someone to edit their game (then at start it asks if you want to PLAY or EDIT game).

    newt Well sure they pretty much have their own Arcade so a desktop version of that would be nice and a Steam plugin? Yes please!

    But seriously a wrapper to native is actually much more useful than just on Steam. It's something Scirra should have had better control over for a long time now/before starting work on C3.

  • Hard to build a business that's so reliant on another business and who can pull the rug out from you at any time.

    Great point, so when is NodeJS/Node-Webkit getting replaced with a Scirra-made exporter?

  • I can only speak for Unity but Sfx, music, and graphics can be ported to any engine. Tilemaps too if you use Tiled2Unity or another plugin.

    The closest way you can get code ported over to Unity is using something like Playmaker or PlyBlox/PlyGame.

    Unreal engine has Blueprints which is visual coding too.

    If you are working in 3D I recomend the other engines and just use Construct to prototype their ideas.

    The other two engines are also better for collaborative game development. I recommend GitHub for that.

    Unity is phasing out its JavaScript-like syntax so none of the Construct "code" in its events and their underlying plugins (not recommending you do this, their languages and engines benefit from a different way of coding anyway) are really usable for you otherwise though, but a good prototype can easily convey ideas to your team.

    Not everyone will need to be able to code in a team. If you can prototype and make maps/levels in their engine choice you should be okay.

    Otherwise, Construct is easy enough to learn that the other team members can switch to it

  • Construct has a great editor for a beginner. It even works awesomely for in-browser HTML5 games in Chrome.

    That said, you will find code cropping up on the horizon if you want to directly make commercial games for consoles in the future, or complex 3D games. Of course you could always prototype in Construct and pay a coder to port it for you too

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  • It seems the key to making a game that actually runs "OK" is just don't make a 2D platformer with more than one platform behaviour running at once

  • I think you'll find that HTML5 just generally feels more "janky" than most native platforms, so although "in theory" / simple tests like this C2 might out-perform, it's just not a consistently smooth feeling even if the FPS number is the same.

    The platform behaviour bogs things down in my game

    +1 to this, I've seen that most people who don't run into major performance issues either use their own platforming behavior or are not making a 2D platformer

  • Um, that didn't answer the question of why the 128mb restriction is important, or that it should even matter, as C2 games are not designed to run in background.

    I'd imagine that because the C2/C3 games can't be forced to "release" memory when in background (no way to detect if running in background?) then you're only able to use 128MB at all times.

    Running in the background is a Microsoft requirement however, as the player might go to HOME / SETTINGS / STORE / etc., which bring your app out of focus.

  • Didn't realize you could use WASD to play until I got to 44 with just mouse clicking

  • Couple other Steam games that are released to add:

    Sombrero: http://store.steampowered.com/app/47269 ... rn_Mayhem/

    Insanity's Blade: http://store.steampowered.com/app/33419 ... tys_Blade/

  • What language in visual studio? You can probably find an open source editor in many languages that would do what you like.

    Better yet, why just a map editor? You could get a whole FPS engine free + open source if you look on Google and GitHub I bet.

  • the Mnk there's only one actual tile map object, and two instances of it. Therefore both have the variable.

    (view image to see full size)

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Jayjay

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