Any improvements to C2?

Discussion and feedback on Construct 2

Post » Tue Nov 01, 2016 11:24 am

Hello,

I posted here a few months ago about being undecided about buying C2 or Fusion 2.5 and at that time I picked and bought fusion. Sadly over the last couple of months I've become more and more disappointed with fusion, not that it's bad but its community is not really that great at helping people like me who are slow to learn things.

So I'm now back and looking at C2 again (and possibly game maker studio) and I'm wondering if anything has changed with C2 over the past few months?

My biggest issue with Construct was the fact that it cannot output native windows code and I wanted a 'single' .exe file from my game, not html5 and certainly not a folder full of dll files and other fluff. Can it do this yet and if not, have they said if C3 will do it?

also (without being biased) how is the community? is it easy to get help, even if like me you are a VERY slow learner and don't take things in fast at all?

Thank you

edit:- ohhh one more thing, is the Steam version of C2 now fixed? I only like buying my games/apps on Steam and was told it was broken.. hopefully this is now fixed.
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Post » Tue Nov 01, 2016 11:52 am

C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

The community tries to help but sometimes when the questions are/seem too obvious you might end up hitting a "read this part of the manual" wall

Can't say anything on the steam version, I don't use it personnally.

I'd say give a go to both software with their free version first ( http://store.steampowered.com/app/227240/ , http://store.steampowered.com/app/214850/ ) and try to seek infos on their actual paid versions, potential issues and such, and then make a decision.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Tue Nov 01, 2016 1:42 pm

Aphrodite wrote:C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

True.

C2 Steam support works as far as I know, but you'll be better off using these plugins instead of the Experimental Greenworks Plugin:
https://www.scirra.com/store/construct2 ... basic-2546
https://www.scirra.com/store/construct2 ... am4c2-2545

Do as @Aphrodite suggested and try the free version. Ask the Community if you have any questions and see for yourself how helpful answers you'll get. One thing though: Use the version (and if you decide to do so, buy that one also) from this website, not the Steam version:
https://www.scirra.com/construct2/releases/new
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Post » Tue Nov 01, 2016 8:23 pm

Message: Garygamer can only post plain text URLS until they have 500 rep. 2 URLS modified. Why?
glerikud wrote:
Aphrodite wrote:C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

True.

C2 Steam support works as far as I know, but you'll be better off using these plugins instead of the Experimental Greenworks Plugin:
https://www.scirra.com/store/construct2 ... basic-2546
https://www.scirra.com/store/construct2 ... am4c2-2545

Woah woah.. so if I wanted to buy the steam version I have to drop £30 on top of the £80 asking price for that plugin?? that's crazy. o_O
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Post » Tue Nov 01, 2016 8:34 pm

The plugins mentioned are only if you plan on releasing a finished game on Steam.
In that case, in order to implement Steam's features to your game, you'll need to add some plugin.
The experimental Greenworks plugin is provided for free (but is experimental as the name says), and the two others are possible solution (you either take the basic plugin or the complete one, not both).

But to learn how to use the software, you don't need to add plugins on top of it to get started.
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Post » Wed Nov 02, 2016 10:26 am

Sorry if I wasn't clear:
Construct 2 Steam version is not equal to releasing games on Steam. I linked those plugins for the latter case.
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Post » Fri Nov 04, 2016 9:07 am

Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?
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Post » Fri Nov 04, 2016 11:44 am

MPPlantOfficial wrote:Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

Do you have Android 5+? Try building without Crosswalk.
Also there is Cocoon.io and PhoneGap to try.
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Post » Sat Nov 05, 2016 9:51 am

glerikud wrote:
MPPlantOfficial wrote:Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

Do you have Android 5+? Try building without Crosswalk.
Also there is Cocoon.io and PhoneGap to try.


I only have android 4.5. I will try that Cocoon io . :D
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Post » Sat Nov 05, 2016 2:18 pm

MPPlantOfficial wrote:I only have android 4.5. I will try that Cocoon io . :D

Then you'll have to make friends with the Chromium browser bundled with your game. This is the most efficient way of running HTML5 code as an app. I don't think that either of the options we listed in this topic will free your from that additional size. In 2016 that +20-30MB shouldn't be a problem. And if you target Android 5+ then the WebView is already on the phones, so your apps can be smaller.
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