pinoypixel's Forum Posts

    > Free!

    >

    > Tom / Ashley . Can you just give us what is covered in the free version? Most people yapping might not even need the subscription features, and can be fully contented with the free version. Unity free is decent, would C3 be the same? We all love to see the Free vs Paid feature list. I don't want to poke you against unity https://blogs.unity3d.com/2016/06/05/subscription-why/, on why they went through a subscription model, then went through a pay to own.

    >

    I think Tom mentioned that the free version will let you open projects, but not edit them or export the game... which imo makes it pretty much worthless

    LMAO i also read it somewhere. I just couldn't find the that forum discussion, if remember it correctly if you open projects that exceed the events similar to the free edition it will prevent you from editing or exporting them ( Tom I might be wrong). Since they are going with the subscription approach, the free edition feature will determine whether most of the users will stay or go.

    Free!

    Tom / Ashley . Can you just give us what is covered in the free version? Most people yapping might not even need the subscription features, and can be fully contented with the free version. Unity free is decent, would C3 be the same? We all love to see the Free vs Paid feature list. I don't want to poke you against unity https://blogs.unity3d.com/2016/06/05/subscription-why/, on why they went through a subscription model, then went through a pay to own.

    I tend to agree with Blurymind.

    In my opinion, a software rental scheme (so-called 'subscription', which it is not!) only works well if

    1) your sofware is the industry standard (people depend on the software for their living), and/or

    2) it is the best in class, and/or

    3) it is unique/fills a niche that no-one else offers, and/or

    4) it offers functionality no competitor delivers.

    Compare to Adobe:

    1) industry standard? Check.

    2) best in class? Mostly, yes. Certainly on a professional level. Check.

    3) Unique? At a professional level, yes, mostly.

    4) offers functionality no competitor can deliver? Yes, for a large part, in particular for professionals again.

    Construct 3:

    1) Nope, C3 still has to proof itself. C2 is not the industry standard either - not by a long shot.

    2) up to a point, as a visual editor, perhaps. But this is marred by its Achilles' heel: lack of native export, and other game dev environments just offer more features (animation timeline, for example!).

    3) No, Construct is not the only visual game editor in town. With competitors improving this aspect (Fusion 3, Godot, Unity&external plugins, ...) it is not unique here. The web export is outstanding, though. Trouble is, the competitors also provide web export, aside from native export.

    4) No, competitors deliver equal or more functionality at this point.

    Here's the rub: as Blurymind mentioned, software rental works well for professionals. If Construct 3 would be aiming at that segment of the market, I believe it might do well. The trouble, though, is that Construct 2 isn't really part of that market. It is mainly small developers, freelancers, and hobbyists for whom Construct 2 is an attractive proposition, and that is how Scirra are marketing their tools.

    Switch to a software rental business model, and I am pretty sure a large (if not the majority) of Construct users will leave for alternatives - or at the very least consider a switch. The market for game engines is just too open, and I can see commercial competitors such as Clickteam rubbing their hands together right now, and I assure you they will offer Construct 2 license holders a cross-update when Fusion 3 comes out later this year.

    On the other side competitors like Unity, Godot, Unreal all offer excellent FREE options for the market Scirra is operating in currently. Why pay the rent for software that is out-classed in most departments (excepting perhaps the 'easy' visual scripting) when so many free escape routes exist? Speaking for myself, I am now teaching myself Godot, and will look into Fusion 3 when it comes out. (Godot is actually quite an amazing tool.)

    Anyway, I just can't see this work out for Scirra. Perhaps I am a cynic.

    Agreeable *slow clap clap clap*. I don't think you're cynic, the arguments are rational. The really question now is what will Construct 3 free version cover? If the free version can satisfy most of the users (like unity most casual devs are ok with unity free) and Scirra will only target cost saving features, specialized features or of sorts, then Construct 3 can really put them in a better position.

  • >

    > > Scirra does not want to make native exporters

    > >

    > True, and they stated that about a thousand times. I don't get why are you surprised about this.

    >

    > I think having control over the full export process is a huge step forward. I personally like this feature very much. Android 5+ market share is growing and soon you won't have to worry about the packaged Chromium browser since you can just release your project to use WebView. I made a build like this with XDK for one of my projects using C2. I got a package with 5MB size. And the project weighted around 4MB.

    >

    Completely agree. I do most of the testing for my projects on the built in browser. If my game doesn't run well there, It's not gonna run well bundled either. I'm pretty sure the C3 mobile exports are using WebView. Hopefully we can get some more details on this later on. That's a HUGE step in the right direction. People getting firmware and OS updates will always have the latest WebView functionality as well I suppose. You don't need to rebuild your game with new chromium version..

    Tom Given their resources, they will totally screw up building their own native export / hybrid framework (unless they really built one but haven't announced yet) it is better for them to leverage to stable existing ones.

  • They have shown both the last Penelope and airscape both running, and both projects use 3rd party plugins, so i would say its safe to assume c3 will support c2 plugins.

    Its likely they would be supporting the 3rd party plugin. Keeping free, bored developers contributing to scirra is a big plus. I am more curious how will offline c3 perform with service workers supporting the offline platform.

  • tunepunk / Tom most probably they are using crosswalk to generate thier android builds. Should be less than 20mb or 50mb depending on the native feature used. Haha i dont want to compare unity or unreal to Construct in terms of full features and competiveness, i would be bias to unity. Scirra is playing a different ball game in my perspective targeting 2d casual game devs or to semi matured one or hobbiest. My 11 year old kid couldnt pickup unity decently but can easily understand C2 and get a satisfied product.

    >

    > We understand your idea on houses and all, but software is different. I would give you more credit if you compared it to a rent able Car or Power tools. First I think they are determined on their pricing model and will stick to it, irregardless of our voice. Usually small companies need a predictable / forecast-able annual revenue. Scirra will take this risk, from there they would assess whether to change from one-time payment or subscription model.

    >

    Look I totally get that and Scirra is in their right to put whatever licensing model or price they want on their product. I am just trying to explain why subscriptions don't feel nice spending money on.. especially now with all the competing products on the market.

    Be it a house or a car - renting it out makes it unreliable and changes how and when you use it

    Yeah, personally I also want it as an affordable one time buy (who the hell wants to pay more) or a cheaper subscription plan. I'm also disappointed by the $99 subscription model, I just try to understand it from their side. Sadly I'm pretty sure those guys have already decided the pricing tier and model, holding to release the price information, thus hyping the threads.

  • > Couldn't have wrote it better! This is the killing feature! This would define Construct 3. This will kick the ass of all the other competition if there is any. If Construct 3 can directly spit out APK / IPA file and handles all the signing keys both for googleplay/appstore. I don't care if it has a 2-3 days processing (reasonable fee for every export) if they do it manually by outsourcing to a cheaper center or creating ties / interface with Intel or Adobe or Ludei. The $99 price is a steal comparing it to https://cocoon.io/pricing and https://build.phonegap.com/plans, of course doing it by yourself via IntelXDK is always free.

    >

    I wouldn't say this "kicks the ass" of the competition, but would be needed to put Construct 3 back into the runnings as a serious game development tool (I can export a signed APK straight from Unity, not just as a debug version).

    It might not be native, eg: can still use a wrapper, but one-click export would be a very important step like you say

    Being a unity dev myself, I don't think Construct 2 can be in par with Unity (I assume there is no competition LoL). I also don't expect them go toe in toe with Unity. I think focusing on 2D game platform, low learning curve development cycle and less-technical casual game developers community is where Scirra's strength is. Putting a direct export will allow Scirra to see more made in Construct projects out in the market, giving Scirra more visibility.

    Look guys,

    Its like buying a house vs renting a house.

    If many houses are on the market and suddenly the one you looked forward to buying is revealed as rent only, you start to look at what else is available.

    That reveals a number of houses that have roughly the same price to buy and a bigger set of features. They might need some maintenance in a few years - so you will still pay upgrade fees to be up to date with the latest features. But because you bought them, you feel more secure living in them.

    Yes, you have to get used to them, but at least the keys are your keys, not some landlord's. That way you don't feel rushed to constantly look for a proper job in order to not become homeless. You can chill and continue to see the whole thing as a fun hobby

    We understand your idea on houses and all, but software is different. I would give you more credit if you compared it to a rent able Car or Power tools. First I think they are determined on their pricing model and will stick to it, irregardless of our voice. Usually small companies need a predictable / forecast-able annual revenue. Scirra will take this risk, from there they would assess whether to change from one-time payment or subscription model.

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  • >

    > > I'm not going to keep making the same points about native engines, I wrote a whole blog about it already.

    > >

    > > You should probably come up with a different name to talk about exporters - I equate "native exporters" with "native engines". I think you mean built-in exporters or something like that?

    > >

    >

    > Yes, sorry for the terminology. As a Designer I speak a different language Built in exporter Is probably more in line what people mean when they talk about native export here.... Completely agree with the case against native, as I've read the blog post several time trying to wrap my hand around it. I could care less what codebase is used if performance is similar.

    >

    > So let me rephrase that.... How big of an hassle is it to have a "built in exporter" for mobile development? As a designer I'm jost looking for workflow improvements, less hiccups, and hassle.

    >

    > Optimal workflow... Create game. Hit export, upload to Store...

    >

    > Current workflow... Create game, hit export, import to 3rd party wrapper, build, get plugins working, .... it's not working... try again.... contact support... if you're lucky. Upload to store.

    >

    > I'm only looking for workflow improvements. How you guys solves it it's up to you. I trust you completely... native or non native, i could care less, as long as my game is downloadable from app store without having to use XDK and such.

    >

    Couldn't have put it better!

    I think what the majority of sensible users are asking for is a built in exporter and wrapper all in one, that then spits out an apk/ipa.

    This will definitely cushion the blow of subscription fee disappointment and convince users that the fee is worth it.

    If they can do this then I'm definitely sold!

    Tom , Ashley , ludei , xmnboy .. Couldn't have wrote it better! This is the killing feature! This would define Construct 3. This will kick the ass of all the other competition if there is any. If Construct 3 can directly spit out APK / IPA file and handles all the signing keys both for googleplay/appstore. I don't care if it has a 2-3 days processing (reasonable fee for every export) if they do it manually by outsourcing to a cheaper center or creating ties / interface with Intel or Adobe or Ludei. The $99 price is a steal comparing it to https://cocoon.io/pricing and https://build.phonegap.com/plans, of course doing it by yourself via IntelXDK is always free.

  • By the way, how can you get 15 fanatic badges if your join date is only a year ago? can tell me the secret?

    No need to answer this one. I already know. I think Scirra website has an issue.

  • By the way, how can you get 15 fanatic badges if your join date is only a year ago? can tell me the secret?

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  • I used to have a prototype of something you want to do. I made it by having 9 coordinates (9 tilemaps) loaded at the same time. then every time my character walks i would load the other 9 coordinates adjacent to the player, and delete the non-adjacent ones. It is little trouble some since you need to manually handle the creation and deletion of the tilemaps. There is no work around on these since it will affect your game's performance https://www.scirra.com/forum/objects-not-in-view-affect-perfromance_t79662. I recommend to always check the number of objects running in your game (system expression objectcount). If you are doing mobile roughly reduce your active objects to 30-50. If you are doing desktop maybe less than 100.

  • sivricmarijan Simple and nicely done.