Bartosh - Actually we do talk about payment on this forum. The discussion got sidetracked, which happens frequently on forums. We're presenting our opinions about CC and C2, I'm not sure what the problem is. Me neither. It was a good and the right decision to split the thread (or am I missing something?)
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You can't judge a tool's capabilities by the content created with that tool. Games take a long time to make, and C2 hasn't been out that long.It is the only way to judge a tool's capabilities. If a tool looks good and feels good but creates bad or limited results (just a general thought, this is not aimed at C2), it shouldn't be judged as a good 'game creator'. Following your logic, Stencyl would be the much better game creator than C2. Better interface, better integration of support (like drag'n'drop whole premade block sequences), better response time, etc. Then have a look at apps made with it...
True, there is functionality missing from C2 that CC has, but it's being added regularly.So you're arguing based on possible features that might be there somewhere in the future? That doesn't fit to your statement 'In fact, ...'
Regardless, even in its current state, I don't recall many games that were made with CC that couldn't be made with C2 (thumb war being the most notable example, but even then if C2 had sprite distortion it might be capable, though it might require a fast machine).
There are also plenty of examples of stuff C2 can do that CC can't - probably more examples at this point, and those examples are probably more relevant to the majority of users (exporting to mobile, mac and linux, for example).The contradiction of the two passages is why I answered. Such a contradiction was also in the passage, that I reacted to at first.
You say "if C2 had sprite distortion it might be capable". But it hasn't. On the other hand you ignore the same option for CC. Because if CC had an exporting plugin, it would also be capable of exporting to mobile, mac and linux. See? It doesn't make sense to compare things that might have been integrated, but aren't.
I'm not sure what you mean by that, but having made a complex game in CC with over 10,000 events, 500 objects and thousands of animation frames, I can state with some authority that my attempt to make something complex with CC didn't work well at all and CC is not reliably up to the challenge of making a large complex game. CC is barely, barely able to manage loot pursuit which is actually a medium to small game, and yet it takes 10 minutes to load the battle event sheet, 7 seconds of waiting for every single edit made to that event sheet, 30 minutes to undo or delete an object, 5 minutes to preview, there are events I can't move or edit without crashing the editor and I have to repeatedly close and restart the program when using the animation editor to keep memory leaks from crashing the program, not to mention all the instability caused by trying to do things like delete family variables or such keeping me from reworking the code.
Conversely, my attempts to make things in C2 have worked much, MUCH smoother. Aside from the features it lacks (sprite distortion, etc) and event execution speed (which is plenty fast for almost everything most people will want to do), C2 can make the vast majority of what CC can, and a lot of what CC can't. It's better in almost every way.
Yes, that's exactly what I meant. First, what you are looking for is not the best result for the users of your app, but the most comfortable editor for yourself. There's nothing wrong with such a wish, it's just not the point. The result is what counts, the gamer doesn't care if you could produce a game comfortable or with literal pain - a gamer just wants a good game.
And second, you indeed confuse complexity with sheer quantity. See, thumb war indeed is a complex game - yet it doesn't have 10000 events, 500 objects or thousands of animation frames. I also remind on Boom, an application I made, which let's you grow trees from seeds. Believe me it is highly complex, but it also hasn't 10000 events, etc.
Another example:
event sheet A
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
+Always -> Create object...
event sheet B
For "" from 0 to 7 -> Create object
Now what sheet is more complex? I think you will agree that although A has 8 events and B only 1 event, neither of them is more complex than the other. The first one is just bad programming.
Or an example from the professional world: Bioshock 2's installment size was 6.4 GB, TES V: Skyrim had 3.8 GB. Yet, Skyrim is by far the more complex game in every aspect. (values from XBox360 installs)
Don't judge complexity from sheer quantity. Judge it from subtle things like calculations per tick, realtime interaction, crosslinks, depth of gameplay, etc. Often you will see applications that look and feel so simple to the user, while it amazes us. That was achieved with highly complex code aimed at easy accessibility for the user.
Even if CC didn't have its instability I would still like C2 more. More platforms, better editor, faster preview, actively developed - honestly, I don't understand why people talk like CC is the actual great version of construct when C2 is so much better.Because of its output! The result is what counts. And CC produces rock-solid, fast and amazing executables. My actual project is again a complex one, and you can only dream of doing something like that with C2. (I won't make it public now, but if you're interested, I'll send you a download link via pm). But it is more of an appliation than a game, so I don't count it in here.
- capable of even outrunning CC's rendering speed by a good margin with a recent graphics card.No. It starts with the fact that any WinXP user (which still is more than a third of all installed windows versions) will experience software rendering. But even if we take that out of the comparison... Let's create a simple executable: 4000 sprites (based on 4 different sprites with 1000 copies each) of size 128x128 on a FullHD fullscreen, and, if you want to reduce it to rendering speed, no rotation, no movement, and just a start of layout event to create the sprites. I bet CC will win the rendering speed challenge.