C2 - Feature voting system

Discussion and feedback on Construct 2

Post » Thu Sep 04, 2014 12:22 pm

Trust me, multiplayer will definitely be put to good use eventually. Although I've yet to learn how to implement the details, I'm planning to use it in all my bigger projects now, even though they're mainly singleplayer games, which I didn't even consider before. It's an extremely powerful and game changing feature, and I really do like your serverless architecture which I think is much better suited for indie projects.

Regarding feature requests, the only thing I miss is a dedicated forum for it. I think we would see better ideas, better discussions and less duplicated posts if we put them in a separate forum. And I think it would be easier for you to evaluate their popularity.
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Post » Thu Sep 04, 2014 12:56 pm

@Ashley So I see what you're saying and agree, but I think your skepticism may change if you change your point of view. The community will vote on big grand features but you're god and don't have to do it. If you explore what things unity have planned to do from the list they are often things with 50 or so votes which have a small work load and polish off the sharp edges of the existing product. For instance I would quite like small little things like;

- Add the ability to change the webpage background. Using the letterbox feature the page background used to be black but recently it has changed to white. So now I have to manually change the html to black.
- Add an advert bar template page that I can add html to so when I do an export to html with an advert bar it is automatically included rather than me manually adding it every time.

These are small things but the less stuff I have to do outside of C2 the better. They wouldn't make the most voted but they might get a small following.

On the other hand if you do get something crazy with a bazillion votes on then perhaps kickstarter it or add a donate button and employ extra staff to do it when enough money has come in. >:)

Anyway, its all time and money. I personally will be using Construct2 for the next three years after coming out of eight years of commercial development. Check out my linkedin if you're interested (http://uk.linkedin.com/in/mathewnicholas). The choice of using C2 over coding natively or using a html engine with wrapper came down to a few things.
- Project time - The shorter the project time the more games I can produce which increases the chances of hitting it big. I see C2 as something that takes away the burden of programming so I concentrate on getting my ideas working.
- Cross platform - The more platforms I can export it to the more places in can sell and potentially take off. All from one code base. As you may have noticed I have concentrated on making my way through all of the mobile export options, at present I am making my way through blackberry and intend to do Tizen next. They are probably are not worth the effort BUT you never know.

The future for C2 in my opinion should focus on social network integration for all mobile exports. This is the most important marketing feature for small independent game companies. If developers can incentivise the feature so the gamers that are playing game are advertising for free to their friends then this is great. I understand that this requires collaboration from third parties but it is one of the top features required features imo. Does the facebook object work for windows phone, blackberry and Tizen?

For my monetisation options I have used something similar to the candy crush saga. You use lives by failing levels, these lives regenerate over time. For this I had use a plugin made by rex that allowed me to get a unix timestamp so I could calculate how much time had passed between game sessions. I would quite like to see an official version on this built into C2. I don't mind using plugins but it means I can't publish to the scirra arcade :(.

I would also like the ability to be able to disable plugins within C2. Why? If I delete a plugin it takes away all the events associated with it. For instance FGL made a plugin that shows a tester splashscreen at the start of the game. It allows you to turn things on and off i.e. branding. So as soon as I add this I have to fork out my project and make changes to both OR re-add the FGL plugin with all the associated events. I assume this would be the same case for unsupported plugins for the scirra arcade? At the end of the day I just one build that I can configure to work everywhere.
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Post » Thu Sep 04, 2014 1:22 pm

@newt @spongehammer Fueling hype? Surely its a place where things can be officially addressed by C2.

Let me start it off 'soft serve ice cream dispenser, some hacked celebrity pics, and ....oh 3d' - Not on the roadmap. [Closed] So now any people expecting those features can go elsewhere.

Unity has one of the largest developer communities in the world, which was nurtured by allowing the community to communicate what they wanted, filtering it and providing what fits with their goals. As you can see hype has toppled them to their knees.
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Post » Thu Sep 04, 2014 2:57 pm

@TheWyrm

It would make more sense for Ashley to produce a list and for a vote to take place on that than have everyone pitch in with unworkable, expensive or just plain stupid requests.
I am sure most users of C2 have their own list of things they would like to see but then most users (me included) have no idea what it would take to implement them.
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Post » Thu Sep 04, 2014 4:18 pm

@Ashley The super smart WebGL shaders support is actually what made me jump from Gamemaker to C2!
I launched C2 for the first time, quiclky added an effect on the top layer, and was blown away by how it easy it was.
This was a great, great new feature, and is always a huge success when I show it to other devs, might they use Unity, GM or XNA.

Please do not consider it as a minor update, for experienced graphic artists, this is really (one of) the strongest feature of C2!
Last edited by Aurel on Thu Sep 04, 2014 10:26 pm, edited 1 time in total.
Image | @AurelRegard on twitter
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Post » Thu Sep 04, 2014 4:34 pm

@Aurel - thanks, good to hear - but I remember at the time not many games ended up using them. I guess that was because WebGL support was a lot rarer at the time. Maybe the same is happening with multiplayer support and it just needs more time to establish itself.
Scirra Founder
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Post » Thu Sep 04, 2014 4:44 pm

Ashley wrote:Maybe the same is happening with multiplayer support and it just needs more time to establish itself.

Yep, I don't see myself finish my MP game anytime this year, but surely MP support is being used by us (at least maybe just me) everyday :D. There are 1 or 2 MP games are the nearest to completion though, don't remember whose game... :mrgreen:
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Post » Thu Sep 04, 2014 4:52 pm

@Ashley and @Aurel, I absolutely second that. 2d shaders are really easy to build and use with C2. I'd say that features like shaders and multiplayer are simply less accessible for beginners in game creation (on whom your marketing strategy seems to be focused) than, as Aurel outlined, more experienced users. Shaders are mainly of interest for artists, and there aren't many artists roaming the forums at the moment.
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Post » Thu Sep 04, 2014 5:34 pm

I will definitely use mp in one of my planned projects ;)
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Post » Thu Sep 04, 2014 9:10 pm

Maybe a third-party system would be suitable? I feel that voting systems are not just for the dev team but for the community too, to see where their own ideas stand against others.

@TheWyrm I think Tom is busy on making the new arcade which will have support for 3rd-party plugins.

Also, +1 for a disabling plugins feature, had an issue recently where a plugin that I required for exporting was preventing preview in browser from working, meaning I'd have to build (XDK) every iteration to test on device...

Thankfully, it's been fixed now but for things like the previously mentioned FGL, it'd be a big help in cross-platform exporting as you only need one project instead of 2.
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