tunepunk's Recent Forum Activity

    I like the direction where C3 is going. While I think that a bit more technical blog posts were needed before, I feel confident in it after reading today's post.

    C2 made it possible for me to develop games and I've learned soo much from it. While I'm also trying out new engines it's not because I want to leave Construct, but rather to widen my perspective. I'm still in love with the event system and I'll never forget what world Scirra opened for me with their product. I'll definitely subscribe for Construct 3. I'm sure about that in 200%: 100% for it's a promising and great product and an other 100% for that I bought an early adopter license for C2 and I feel like it's time to support Scirra again.

    This.

    I feel exactly the same way. I hope there is a way to opt out of the first year 50% discount for existing C2 customers, because I feel like I'm robbing them.

    "* Modular event features, aimed at capabilities like building plugins out of events "

    Yeah, and I have to wait, again, to maybe get it.

    Meanwhile I have to invest anything I've made with them back into it.

    To be honest Im just about finished with everything gamedev related, it's all just become so depressing.

    C'mon man, cheer up... Gamedev is not easy. I've been working two years on the same game and not even done yet, but I wouldn't blame it on the tool. It's the easiest I've found so far. Even if i'm stuck or don't know how to do something, I'll figure it out eventually.

    The reason I find it hard to finish my project is I would rather blame on, laziness, full time job, full time wife, friday after work beer, hangovers, etc. Without C2 i wouldn't even have made it this far, I would probably still be on my first few lines of code, swearing why the hell it's not doing anything that I want at all... LOL

    Pushing all our needs and desires to the small C3 team doesn't solve anything. Instead we need to learn to work with the tools we have at our disposal. Maybe your next project can take advantage of the upcoming features .... but waiting for stuff, is not the way to go.

    A lot of people here want this and that. I also want stuff... But I'm not gonna sit on my ass blaming the Scirra devs for not providing me with exactly what I need. That's a pretty Lame excuse for not following your dream of developing your own games.

    This.

    The code was my biggest issue, but we still have to code to get your own plugs, which I thought was to be addressed in C3.

    I can't rely on plugs that aren't maintained, and/ or have to be redone for each new runtime.

    And official plugs provide just the basics, and yet they discourage anyone from modifying them.

    Did you check the latest blog post?

    * Modular event features, aimed at capabilities like building plugins out of events

    Is this what you mean?

    But yeah. We can't have everything right? I barely use 3rd party plugins... very sparsely. The only one I'm using at the moment is Photon Cloud for Multiplayer, and started to use Q3D, exploring the possibilities of making my game fully 3D instead.

    Hopefully Scirra will have more time to build and maintain their own plugins building up a library. And I wouldn't even mind if they charged for some of them, if they took a lot of time/manpower to develop.

    If I really needed a specific plugin in construct for e serious project and was stuck. I would got to elance.com and get a freelancer to do it, or do a paid request here on the forum, getting someone to do it for me. There's always ways if you really need something.

    > Subscription/Web based/Html5/Performance/native or non native -- None of those are any issues to me. As long as they keep the Event sheet and and keep improving by time I'm a happy camper. Without C2 (or the event sheet) I wouldn't be making any games at all probably.

    >

    I guess my biggest reason for not wanting to go along with this is because I planned on going to Unity after I finish my current game in C2, which I already know enough of C# in it to get by. This means I guess I don't have the problem like you and others who are in the same boat, so I don't even have to pay for anything until later to use Unity, and it's just a one-off fee. I just loved using C2 because it took 1/10 the time to get things done, but I guess that gravy train will come to a screeching halt when Scirra stops supporting C2.

    As a Graphic designer I need to push this argument: I have no intention whatsoever of becoming a programmer. I am Graphic artist and designer. I don't wanna waste my time coding or learning how to code. I want to make my ideas happen, in an easy comprehensible way as possible, and that's what Scirra is giving me. Learning syntax, coding languages etc etc is a waste of my time. I have no problem using other engines, but that would be when teamed up with coders.

    I think Scirra should advertise on pages like deviant art. They would have amazing looking games in their show-off page in no time.

    C2 is a perfect solo tool. It's not aimed for teams, they don't have any teamwork functionality, so multiple people can work on same projects easily.

    lamar

    I'm employed in the gaming industry as a Graphic Designer (currently online casino gaming), and have been working at AAA studios, and indie studios in the past.

    I have been using C2 on and off for about 3 years, doing my spare time projects for fun, but aiming to release my own games eventually. As a non coder Construct 2 was my perfect tool since I don't have any interest whatsoever in learning any coding language. I feel dyslectic or an anaphabet when looking at regular code syntax, but the Event sheet I can comprehend very easily.

    I've tried a plethora of different engines but many of them required code or used some weird state-machine coding which I didn't like either. My main reason for choosing Scirra's product is the Event Sheet. I have failed miserably in the past producing anything even remotely resembling a game in other engines but C2 allows me to take my ideas from paper to actually, interactive games.

    I'm using C2 in my spare time for my own projects at my own pace learning as I go, but aiming to release my own professional looking games with it.

    I will be subscribing since I like C2, i think C3 looks promising.

    Subscription/Web based/Html5/Performance/native or non native -- None of those are any issues to me. As long as they keep the Event sheet and and keep improving by time I'm a happy camper. Without C2 (or the event sheet) I wouldn't be making any games at all probably.

    I havn't had time to play around with it much, so waiting to give my second opinion until I've tried the full version. Not the beta.

    But considering what I've seen so far, I'm optimistic. Looks very promising and I'm curious to see what will come in the future.

    Latest blog post covered a lot of stuff that sounds very promising, so I hope with a bit of time there will be even more fun stuff to play around with. I really hope they get the community support, so they can staff up, and provide more of those neat improvements, features, plugins, etc we've been missing in C2 even faster.

  • Fantastic!!! I must have missed that blog post, or missed that section.

    Very good news indeed!

    I think I have to read through all the blog post again to fully comprehend the scope of this C3 release.

  • I mentioned it in some other thread but maybe it got missed, so trying again.

    Will we be able to use the new build service for our C2 projects if we also have a C3 subscription?

    The reason I'm asking is that I will be stuck with C2 for a little while until some plugins I'm depending on in my project might take a while to be ported to C3, if at all. So this will be a nice bonus for people ready to invest in C3, but can't fully move their project over because of plugin dependencies.

    I will ge be getting C3 for sure, but will be stuck in C2 with some of my projects for above reason.

    Ashley or Tom any info on that? Is i technically possible?

    I'm guessing the things that C2 exports shouldn't be much different from what C3 exports...

    While Tom and Ashley is active. A quick question you might have missed in this fast feed. If we are subscribing to C3, is there any technical limitation stopping us from using the C3 build service for games exported in C2? This would be great as a transition since it will take some time for plugin makers to port plugins we are depending on.

    Performance wise I can't complain at all. Just recently I started to redo all my in game graphics using the Q3D plugin. As a benchmark, to see what I could expect from 3d performance on a old midrange phone I downloaded a couple of "Made with Unity" games in 3d.. They seemed to perform fairly well. I didn't have any fps counter. It was playable but definitely not any 60fps. It felt like around 25-30 fps.

    I built a quick map with mockups, characters with animations and effects some simple game at a similar complexity (geometry, animations, shaders, lights etc. of what I was seeing in the games I tested. I was quite surprised that I was getting around same performance. Around 30fps-50fps even with real time shadows on for characters and moving objects.(which some of the game i tested did not have, without realtime shadows i was getting 40-55fps) Environment shadows was baked, which is pretty common practice. The only thing my test was missing was some proper game mechanics, but there was room for optimization to many of my poly models texture sizes etc.

    I did this test to verify weather I should continue down the Real time 3d path with my game or stick with isometric. My conclusion was that for a slightly lower fps than isometric i got a real time 3d game, and not having to worry that much about memory budget, advanced calculations for angles arrow arches and ricochets in isometric etc. and rendering hundreds upon hundreds of character animation frames in various directions.

    I didn't try building it though but from previous tests I've always been getting about the same fps after building compared to the normal phone browser.

    I can't complain at all, If I can build a 3d game at similar complexity to a Unity game with pretty similar performance. I'd choose C2 any day of the week. Unity still don't have the event sheet. I will share tutorial/capx on that later and good practices for mobile 3d games.

  • Try FTPBox, works like dropbox but your ftp is the cloud. I'm using it and love it. I export directly to there to test projects. And you can share images like old days Dropbox. It generates links for u too for easy share.

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    Ashley is there any technical limitations not allowing us to use the C3 build service for C2 projects. In an ideal world you would just upload your c2 export in zip file and building with the c3 build service. Until C3 matured and most major plugins has become available to c3.

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tunepunk

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