Construct 2 - Realistic State after 1 gazilion downloads

Discussion and feedback on Construct 2

Post » Wed Mar 05, 2014 6:41 pm

I started making small games with construct 2 one year ago, but only recently i got serious into it, and while i got into some bumps on the performance (web) the community helped with tips and i struggled on.

So far i released 1 game on google play, amazon and on web and i was thinking at how much issues i encountered to publish a semi-polished game.

1) I love how its promoted as an easy solution, but in reality if u don't learn all optimization and workaround tips, you wont be able to release any game, anywhere in a semi polish state. Performance, crashes and audio problems will haunt you to death.

2) The lack of native exporters makes this even worse. Cocoon js is the only alternative at the moment, even tho Ashley sends us to XDK which is months away from a stable compiler, but we get ignored and sent to knock on doors. Its ludei problem, its intel problem, its Scirra problem, go bother them.

Here is even more sad, that after Construct 2 sold very well, Scirra simply didn't bother to make a few c2 exporters, they just send us to third party sites, which most of the time don't care much about C2. Man power you say? Well look at yoyo games, they made their exporters and each costs money and let me tell you, their HTML 5 mobile games have more options and flexibility, and overall better performance.

3) I really hate this HTML 5 trip, i only use this engine because of the even sheet workflow. Why i hate it? Because even after 2 years listening to Ashley about promoting the so called HTML 5 rush, the reality is completely different. Imagine if instead of riding this hipster trip, they would've built on Construct Classic, make it as simple as C2 and but with tons of native exporters. That wouldve simply destroy GM and other competition.


What you can realistically make at the moment:

a) Small html 5 web games, they work ok, but they need a lot optimization on large games. Construct 2 its easy but in reality if you want to make a deeper game, well you need a lot of experience with it. "lets everyone create amazing games." right, lets everyone create simple games with mediocre performance at best. In the end its possible to publish a decent game, but dont expect to make any money out of it, unless u put some ads on it, and that's about it, making a few dollars at best per month. Licenses are very rare for html 5 web games, but not uncommon. There are few networks you can share to, but its very hard, HTML 5 is simply inferior to flash, but a interesting game with attractive graphics can score a deal.

b) use cocoon js and publish small games on android and ios. The performance its ok with optimization, but lots, lots of problems there. The loading times are huge, audio music crashes your phone on sleep, but at least the performance is good. Post on scirra forums for support and watch Ashely sending you to Intel to use a incomplete, alpha sdk.

c) make non games, 3-7 days cash grabs and publish your income reports for the world to see. These html 5 web games that publishers buy(tho now the bubble its over, so its harder to sell them than last year), require VERY SIMPLE gameplay, and a lot of optimization to even work on mobile. Not Scirra fault here, is just this stupid technology. When i hear that Flash will die because of HTML 5 i laugh my ass off. Did u even saw the quality of the flash games? Maybe in 3-5 years we will get to have possibility to create something similar to flash at that performance, but i doubt it. HTML 5 mobile games are worse than those "free to play" mobile cash grabs.


So you can create something, but you are sent to knock on doors, and hope that you experience will help on the way. I am afraid to even make a deeper game with nodeweb kit and see that the performance is horrible on laptops.

I am very disappointed after 2 years, the engine improved in performance, but the ability to actually release a polished game, well its there, somewhere, but to be honest ill thinking on moving away from this engine. Ill create 2-4 more small games, see whats going on the exporter subject, if still goes on this ignorance trip, ill just move to Unity and call it a day.

So what you guys think?


/frustration off
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Post » Wed Mar 05, 2014 7:04 pm

I feel that everytime I use C2 to make a game, it get´s closer to my dream tool, but then I hit a big stone wall and have to rethink all my game. After multiplayer I really hope the focus to be on monetization(some of us want to make a living) and feature completion. More system expressions, more control over the insides of the product and much less use of 3rd party wrappers, that have been quite unreliable in those past 2 years.

Also, I´ve seen many times the "We´re a 2 man team" answer, but after 2 years and 1 bajillion downloads, isn´t it time to get more investiment/people on the team? You can´t be a serious contender for Unity/Game Maker with two guys for too long. o_o
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Post » Wed Mar 05, 2014 7:11 pm

I use C2 from the r051, and I must say it went very further and improved along the way, from what I have tested, HTML5 is nice, I tried something on mobile, no problem it seems for now for the different project I have tested, I still think I'll encounter problems maybe when graphics will come (and even then, I know how to deal with that), but I know how to deal with that, the audio will be the pain

I'd love to see one day C2 having a native exporter, but HTML5 is good (for me at least)

As for optimisation, I didn't do a lot, but what I consider not a lot can be considered as "OMG how clean your code is" by others, C2 does need to be understood, and you still need to work hard, but in all honesty, I have never had any problem to organize myself, start by learning the engine, then begin to build a way of work, I might translate the article I am writting about this, it could help people going to the good way.

I have never feel cheated by C2, It does teach well programming by itself in my experience, however, I must admit that the lack of native support can be troublesome for some people.

Ludei and their cocoonjs thingy on the other hand.. I have never trusted it, I have much more facility into getting things to work inside chrome for android for now (and my phone is really not that great).

As for a CC based C2, the problem was the stability of CC.

I love C2, I love how it handle HTML5, I wouldn't even be the shadow of a bad programmer without it, now I am much more organised, I know how to deal with big project, I know also how a game works and should work behing the scenes, and the performances problems (not a lot I must say on PC) forced me to learn to program in a good way, which is truly great, and it seems on mobile that works.

I'll keep using it for now, and for a good time I think. And if not, well, I know the way video game programming works so that should be not as hard as it might have been.

My 2 cents (looks much more like a dollar but whatever)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Mar 05, 2014 7:23 pm

Well, nobody is making you use C2, perhaps you should try some other software.
I can say I am somewhat angry with Scirra, because now that I know this process, I am completely spoiled on using anything to do with code.
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Post » Wed Mar 05, 2014 7:41 pm

newt wrote:Well, nobody is making you use C2, perhaps you should try some other software.


This reply is completely unnecessary considering that the OP owns a license and Scirra doesn't refund them. This isn't the old days of free CC. Actually I find his post very relevant and much more accurate state of C2 than what Scirra puts out. Many people in the forum seem to complain about these same things, but I don't see these complaints at this frequency on any of the other game making engines I own.
Last edited by Juryiel on Wed Mar 05, 2014 7:49 pm, edited 1 time in total.
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Post » Wed Mar 05, 2014 7:48 pm

Why should they refund it? Its not like you can't try it out before you buy it.
Just saying he should compare the other options, which coincidentally usually must be purchased before use.
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Post » Wed Mar 05, 2014 7:59 pm

newt wrote:Why should they refund it? Its not like you can't try it out before you buy it.
Just saying he should compare the other options, which coincidentally usually must be purchased before use.


You can't. Not the mobile stuff. He may not be able to try other options because he used his engine budget on C2. And the other options are not relevant anyway. What's relevant is whether or not Scirra delivered what they promised when he paid. He clearly feels they haven't.
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Post » Wed Mar 05, 2014 8:06 pm

Sorry, but flash???

Flash is the bi-word of cheap small 2 minute games. Personally, if it says flash, I won't even bother playing it, because I know it's just a 2 minute cheap boredom occupier.


Saying this, C2 could potentially benefit from having more than just one person working on it. C2 looks as if it's struggling with the concept of advancing from a hobby, to becoming a significant product in the marketplace. Simply put, C2 does need to make this step, else all it'd take is for something to come along that more friendly than YoYo, and it'll be dream over.
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Post » Wed Mar 05, 2014 8:09 pm

Here we go with the weekly native thread disguised as something else.
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Post » Wed Mar 05, 2014 8:12 pm

"Export your game to desktop PC, Mac and Linux apps by using the Node-Webkit wrapper... You can also reach the popular iOS and Android app stores using wrappers like CocoonJS, appMobi and PhoneGap — all three with built-in support."
This is pasted from https://www.scirra.com/construct2

Every information needed about C2 is provided. You only need to spend few minutes to read what exactly you are buying.
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