pinoypixel's Recent Forum Activity

    >

    > 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.

  • Lightside Personally I have tried creating a test for an infinite semi auto-generated map. Check out this game in the arcade https://www.scirra.com/arcade/rpg-games/minero-11875. Basically you need to load all your map configurations in a json file and load and generate them on demand. You also need to remove all unused tilemaps to avoid memory issues.

    Is your game a top view shooter or a side view platformer.

  • sanctusiacob look nice and clean. No AI file included for easier editing?

  • Taximan looks nice. Classic fighting game.

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pinoypixel

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