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  • Well with the Phone/Tablet use of the program it's not really much of a focus as it's a consequence of using the HTML5 technology for the basis of the editor's itself. It just goes to show you how flexible web technology is at this point.

    I doubt they spent more time on making sure it works flawlessly on those niche environments VS the rest of the features they have yet to reveal. So far the only real major reveals they had this week were

    1) Sub model

    2) **Big News** It's all HTML5 (So it works on every desktop OS) and works great!

    3) It also works on mobile HTML5 too.

    Now in order for it to be 100% usable they'll have to tweak a few things here and there, but these optimizations will probably enhance desktop use as well (since mobile devices are less powerful). The touch interface these devices needs wouldn't just be a mobile focus and would use what they developed for Win10 touch since that's an actual desktop environment with great touch support (which they already support with their own plugins that we already use for games we make)

    One of the most major things is hidden in #3 where it shows off some upcoming Chrome features that will make making web-apps for Android less of a hassle.

    The features they prioritized to spent more time on (other than making it all HTML5) will be announced in the following weeks

  • Since Construct 3 news has been released there has been some confusion over what exactly it can do or is planned to do.

    While going over the news articles and reading the dev posts you can gather the information needed, it would be best to add bullet points/sections to Construct3.com to list the features already revealed.

    [quote:3vqbstq1]

    • MultiPlatform Editor!

    Using web technologies you can use the editor from your Web Browser* on any platform! Win OSX Linux**, Even Android!

    *Needs Chrome, Firefox support soon

    [link to features needed by a browser]

    **In browser, standalone desktop app planned

    And and so on.

    This way we have a nice official and constantly updated list of what's promised, with a message at the bottom stating

    "More features to be revealed soon, pay attention at [link to Scirra Blog]"

    And list when the beta is set to start so they know how long the news will go on for (Q2, specific month, or day)

    This would cover all of what Scirra has revealed and also inform the users who tend to be quick to the gun in assuming things like a desktop app is not planned, or at the very least provide a quick reference so people don't have to dig through the news posts and releated dev posts for every detail.

  • [quote:24ajvp39]A lot of people seem to be upset that there's the option to run it in the browser or on the mobile. Even if it's not something you're going to make use of, can you not understand that others might see benefits from it and it's a nice to have feature?

    Sounds kind a ironic coming from you How many times did you shot down a feature request simply because you couldn't see/understand the benefits that it brings? I remember the number quite well. And I too was like "oh gee what problems do you have this time with adding such a small bit".

    For the record - I have nothing against adding new features. I am all in for it. But I'm baffled and borderline insulted to hear you using this argument now. A very valid argument, as I've said. But apparently it sounds fine only when leaving your lips. Not someone elses. Double standards or what?

    The same could be said of your post.

    Tom's message is stating that it seems people are saying they do not like that with the way the engine was developed and -that showing off a neat consequence of that decision and how powerful optimized HTML5 programs can be- is something that was unnecessary. The loudest of users so far since the announcement have complained that Scirra is putting their money where their mouth is in order to accommodate the years of request for multi-platform rather than making native applications for each OS, or they believe that a mobile version they will never use is taking too much time from Scirra to make (which is the opposite case)

    Many people even skipped over that there will be a desktop app so you don't have to always visit a webpage to use it, thinking it will not be supported on the desktop.

    Ultimately Tom at this point isn't talking about a request for a feature that may take tons of work to even get working correctly (Multiplayer came after a very long time), but a consequential feature that they could do due to the engine they used to create the product.

  • WKWebView isn't too bad. At least Chrome and Opera are better browsers overall. Safari itself is a terrible browser and doesn't even do the same things as well as either of those on iOS. I keep having to have customers use Chrome or Firefox on their iPads if they're having issues with Safari only because how the engine itself is handled.

    The only way around WKWebView's restrictions is to make a wrapped application, or wait for Apple to update it once again to include new web technologies.

  • Scirra threw up a site to announce they're making it and why C2 won't be a 100% main focus so we knew it was coming. With C3 being the same runtime they could easily keep updating C2 with many features as they did (rather than working on 2 engines).

    Like GMS2 and Fusion 3, Scirra is going to be giving news for weeks until the beta, and then until the release later this year. They're doing the same thing the other companies did.

    Give them time to actually execute their marketing plan rather than say it failed when it literally just started.

  • Tom

    Ok so we can run C3 with no browser at all just as a desktop app?

    I ask because now you said its an option which means you don't need Chrome at all. If so you need to clarify that with the community in your main post because thats why there is an uproar.

    There are plans for an offline desktop version, yes.

    Much like how you can export Construct 2 games to the desktop rather than a webpage.

    C3 running in the browser however would be a non-issue about updates because

    1) Any breaking updates will be known months in advanced (on the beta Canary build) and fixed by the time the update goes official with chrome

    2) You can always tell Chrome to never update if you're concerned.

    3) You can always get a portable installation of Chrome just to use C3 in (If they don't have the desktop app out yet)

    4) If by chance (a very very very low chance due to #1) Chrome somehow does release a breaking update that got past Canary and into the official Chrome app, Scirra will update C3 quickly. This is something they have a good track record for in C2 releases.

  • Unless they did some major change, no the browsers are all Safari but branded with other brands. So, Chrome, Opera, Firefox etc, are all Safari but with the "looks" of the other browsers.

    Correct, they're all locked into Apple's iOS WKWebview engine due to Apple's stranglehold on their OS.

    With iOS being 12% of the marketshare and declining it's not really a viable platform to specifically target for HTML5 dev unless you have a wrapper that works and you really want to release for iOS. The company I currently work for has an iOS app and it's constantly updating the web app to become more and more feature comparable so they can finally advertise people using android tablets for the major work rather than relying on iOS. (Currently they're still significantly behind on that due to corporate directions, but eventually the web-app will have the same features and the iOS app can be discontinued in the future.)

    Apple would have to spend time once again to improve their webkit engine, or allow other engines to run without wrappers.

    The only real reason to dev for Apple in the past was the user-base, now... not so much. While 12% is not insignificant, it's not something your game will die without.

  • At least with C3 and Chrome's new feature for saving offline would make it so you would only really need a wrapper for iOS and consoles.

    Which IMO iOS itself is developer hell and not really a big market compared to android, which allows browsers and html5 technology to progress rather than rely on Safari to be crappy or other devs to make a less crappy wrapper. Yeah iOS devices usually just work, but they're usually really limited too. It's just the consequence of Apple's direction for the platform. Even though they're anti-flash they seem to be slow to adopt many features, if they work properly even after adopting.

    The rest of those are just those where you can have a wrapper or play via browser html5. I remember back when the WiiU came out that the Youtube webpage in their browser ran faster than the Youtube app they had due to HTML 5 technology. With the Switch basically being a tablet maybe we'll be able to see easy ports to that as well just like android. (Unless nintendo worked with nvidia to built a unique ecosystem from the ground up, but it looks like it could just be a super modified android/linux OS.)

    The problem with the console browsers on those devices is that they're hardly optimized and updated, much like iOS's safari. So even if the games half work there's no real hope in having them completely work without issue.

    Then you have to rely on other people porting browser technology and relying on them to optimize it for a different hardware platform, usually closed source or slowly developed. The slow progress in making things actually work like a real browser through the wrappers, witch each wrapper having their own unique subset of features, rather than them all working together to make a system with many features and allowing the person wrapping it to choose what to use.

    All of this is when HTML5 was just breaking the mold too, so only recently have we seen better results from said wrappers due to the demand caused by C2 (and other html5 dev tools) and the wrappers not being adequate. They're still not as good as the desktop browsers or even the desktop wrappers (nw.js // electron).

    But hey, at least you won't need a wrapper for Android once the chrome feature is out of beta

  • There already is a three.js plugin, albeit 3rd party:

    The only "issue" is there is no 3D view in the editor, which is fine in my opinion as C2 isn't really a 3D game maker.

    I do agree there should be more first party support with C3 compared to C2. I don't expect a first party plugin (which would be nice) but I do hope they allow the Editor UI to be modified and have editor plugins that can add in a new window/panel. This way at the very least users can not only make a 3D game via a plugin, they can better modify the game through an editor plugin made to display a 3D editor window/panel.

    Hopefully the news we receive over the next few weeks about the new features will be good.

    Honestly I have never been a fan of the Fusion line myself.

    If you're looking for a different multi-platform editor https://godotengine.org/ is a good choice IMO, albeit a little more complicated. The only export it uses a wrapper for is HTML5 as the rest are native exports, and it has an experimental FLOW scripting system that can be used.

    I'd use it more myself other than playing around in, but what I tend to make needs web technology//javascript libraries which C2 covers (and I assume C3 will, hopefully even better due to the entire program being HTML5)

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    > I believe we can disregard any differences between win7 and win10 Chrome stops being updated for win7 or win7 can't benefit from specific functions.

    >

    > Especially since in C3 it's all browser based and even works fine on a ChromeBook

    >

    >

    The only major changes between win10 and win7 that are coming is new CPU support for AMD Ryzen, which I doubt will affect browsers. > Someone will probably at the very least make an open source driver for ReactOS that may work with Win7 just fine for that.

    https://www.reactos.org/

    >

    Huh, Chrome stops being updated for Win7, the op system C2 is approved for???

    Typo sorry, I meant until chrome stops being updated.

  • There is an existing paid third party plugin that uses three.js to produce 3D exports that you can do with Construct 2 at the moment

    Editor is still 2D so building complex environments would probably be tedious.

    I assume C3 will work fine with that plugin, but they haven't released any information on how it reacts and stores the plugins, let alone the modularity/customization options beyond CSS theming.

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Thndr

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