Construct 2 - Only A Toy?

Discussion and feedback on Construct 2

Post » Tue Aug 04, 2015 11:24 am

Colludium wrote:I agree that features seem to be added once and then rarely extended after bug fixes.

Kinematic bodies, anyone? Steam plugin?

That's not the same as the OP complaint about not understanding local storage or receiving advice on how to publish...

My post was not meant in a way that I agree with what the Mr. X wrote. Only a comment on his view on whether C2 could be seen as a toy. I like C2 a lot overall and use it more or less every day, and firmly hold the position that if something is broken or could be done better, then it should be changed or fixed for the better, and in cases where it is so needed that it could break projects, then I would probably go with supporting changing it anyway and just fix my project afterwards. However have never experienced any of my projects being broken by any changes made by Scirra so not to concerned about that and Ashley seems very careful about avoiding it whenever possible.
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Post » Tue Aug 04, 2015 11:33 am

Obstacles and roadblocks are things you have to deal with in game development, or any other creative endevour for that matter. I don't see how working with C2 is any different?
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Post » Tue Aug 04, 2015 11:43 am

eliasfrost wrote:Obstacles and roadblocks are things you have to deal with in game development, or any other creative endevour for that matter. I don't see how working with C2 is any different?


But I'm not talking about THOSE obstacles and roadblocks. I'm talking about the flaws of the tool itself, not the general challenges in making the game like how you need to figure out flow, logics and events etc. You know what I mean? Get the difference?
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Post » Tue Aug 04, 2015 11:46 am

I know what you mean, I have implemented many features in my game that wasn't part of C2, there's a lot a little dedication and hard work can do.
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Post » Tue Aug 04, 2015 11:49 am

Yes, I also have to agree with that features should be extended, not just added and bugfixed. However in my opinion this alone does not qualify C2 as a toy.

Is C2 an overpriced tool? Well, that is just ridiculous. Have you ever checked the other engines' prices?

GameMaker Professional costs 150$ and the cheapest export module for it (the HTML5 module) is 200$ more. If you go with the master collection, it's 800$.
Stencyl Indie is 100$ a year. To be able to export to more platforms, you'll need the Studio, which is 200$ a year.
ClickTeam Fusion is 100$ and around a 100$ more for each export module. The Developer edition is 400$.

The only considerable product on the visual programming market that is cheaper is GameSalad with 20$ and 30$ per month, and if you want a restricted software, go with it.

C2 gives you all the features for 130$. Forget about the business license for now. You won't get any new features with it. You only need it if you have more developers on your team who uses C2 or if you reach 5000$ in revenue. No always online stuff, you can use your license even offline and you'll get all future updates for free.
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Post » Tue Aug 04, 2015 11:52 am

eliasfrost wrote:Obstacles and roadblocks are things you have to deal with in game development, or any other creative endevour for that matter. I don't see how working with C2 is any different?

Its not, however as a tool for developing games, the primary roadblocks for the users should be with your game design, how to make it work the way you want it, meaning skills, movement, balance, combat system etc. that's the purpose of C2. How to make it possible for the users to make it is the roadblocks and obstacles that Scirra's faces. That's what there program is all about.

Think that is a very important distinction to make, regardless of how you twist and turn it, you/we are the users and Scirra the developers. There are no reason as I see it to defend C2 in areas that clearly falls outside our area, but areas where something is said, for instant that C2 just can't do something or like some people complain about performance and blame C2, and then it turns out that they made some bad design, then C2 gets "defended" when it is pointed out what is wrong with there program.
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Post » Tue Aug 04, 2015 11:58 am

glerikud wrote:GameMaker Professional costs 150$ and the cheapest export module for it (the HTML5 module) is 200$ more. If you go with the master collection, it's 800$.


You can't just compare these tools with each other based only on their price. I have no experience with GM but MAYBE, just maybe GM is... a finished product compared to C2?

Does anyone here know how GM handles the issues that C2 has, the issues we've discussed in this thread? Some examples:
* Performance on Android, iPhone.
* On-screen game controller.
* Plugins
* SDK
* Game data storage.
Last edited by Mr X on Tue Aug 04, 2015 12:04 pm, edited 2 times in total.
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Post » Tue Aug 04, 2015 12:01 pm

The way I see it, no tool is perfect, you have to beat it into submission in one way or the other. And I agree that C2 is not perfect, I'm just trying to see the silver lining through all this bitterness I've seen towards C2 not being a cookie-cutter program made for everyone and all (it isn't, it has limitations just like everything else). What I mean is that if there's a feature missing, make it yourself. For most programs I've used I have wanted to do a specific thing only to look it up and see that it isn't part of the suite, so I either change my design or try to find a way to bend the program to do what I need. It is very important to understand the scope of the suite you work with, never expect something of a program you use, always read the manual, do your homework and you'll spare yourself the heartache.

And if all else fail, learn to code and make it yourself.

Maybe I'm just easily impressed, I don't know. I think C2 works just fine for what you pay for it.
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Post » Tue Aug 04, 2015 12:12 pm

Mr X wrote:You can't just compare these tools with each other based only on their price.


I did not compare the tools based on their prices. I compared the prices of these tools based on their prices. ;)

nimos100 wrote:There are no reason as I see it to defend C2 in areas that clearly falls outside our area, but areas where something is said, for instant that C2 just can't do something or like some people complain about performance and blame C2, and then it turns out that they made some bad design, then C2 gets "defended" when it is pointed out what is wrong with there program.


We can gather quite a few issues about C2 yes. Should these issues be fixed by Scirra? Yes. Will the good hearted community defend it? Of yourse. They just love it (I do too). I can understand both sides (just not the "toy" and "overpriced" thing). I think that Scirra should put more effort on fixing these problems that the experienced developers point out. But keep in mind, that they're a small team and they also have to keep up adding new features because of their competitors. Not an easy task. For one, IMHO the best would be to set up a seperate page to collect the bug fixes and suggestions for the engine based on community posting / voting and drop this forum based bug reporting method (it works, but it's not so efficient). I think I already posted it before in an other topic.
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Post » Tue Aug 04, 2015 12:13 pm

Mobile support/performance can be bad on older devices, but I wouldn't really blame Scirra for that. AFAIK it's just that some parties were slow to properly start supporting HTML5/WebGL. On my Galaxy Note2, that's nearly 3 years old now, I can run my mobile game at 58-60 FPS. And that's with WebGL effects and particle effects.

Like said above, every competing engine also has their own limitations (and some of these engines cost a lot more). There's always the option to program your own engine, but that's something most indies don't have the skills or time for.
"If you don't build your dream, someone else will hire you to build theirs"
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