Construct 2 - Realistic State after 1 gazilion downloads

Discussion and feedback on Construct 2

Post » Sat Mar 08, 2014 9:07 am

C2 biggest advantage is that it has a quick implementation of features (usually each week) because it uses javascript, and its biggest disadvantage is that its not native because it uses javascript.

Do people test their apps on a mobile device as they develop? Its probably a good idea.

You can't compare successful apps on unity to C2, because a gazillion people develop with unity and relatively few (serious developers) with C2. Angry birds could have been written using C2. Its usually not an issue of the ability of the development tools, but the ability of the developer.

IMO, Scirra should hire 2 or 3 more developers and double or triple their feature output each week.

@ashley maybe a gpu usage monitor could be added to the debugger, so people can tell if its the graphics or processor slowing things down.
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Post » Sat Mar 08, 2014 10:59 am

Construct 2 is a messiah of game development. It's main strength is an event editor, which is joy to work with - it's reflecting the way I'm thinking in terms of program logic. This editor brings together the best components of visual and traditional coding and I will not call it a visual editor, it's visually aided. There's nothing comparable on the market. Sure it would be good, if it could export to native, but I'm totally fine with HTML5.
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Post » Sat Mar 08, 2014 11:27 am

I find it strange that everyone thinks just because there not many games that are popular that were made with C2 means this program is not good enough, I'm fairly sure with enough marketing budget a simple C2 game could be a huge hit on Mobile devices. It's really comes down to money, Angry Birds, Flappy Bird and 100's of other games on the Google Play Store could have been made in C2, but they have the money to market there products, paid advertisements, commercials, magazines, but most of us that choose C2 can't afford to spend that kind of money.

I only spend $5 a day advertising my app on the Play store, and I may get 1 download a day lol. But if I spent say $500 a day I would have alot more downloads, C2 is great, there's always going to be room for improvement, but I have everything in need in C2, there's no reason to look into other programs for me. In the end it all comes down to money.
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Post » Sat Mar 08, 2014 12:59 pm

When I look at the play store, I see most popular games that could be made with C2 given enough manpower and talent, these are bigger games too. The only ones I see that I know cannot be made, are MMOs. Clash of the Clans is a glorified tower defense, but its winning formula is its MMO nature. As single player games of many genres go, you can make pretty damn fine ones with C2.

Again @bremen hit it on the spot, making a good game (already hard enough!) is just a small part in having a successful game.

But there's plenty of room for improvement, especially in the exporting options. I'm just glad Intel XDK and the team at Crosswalk are so responsive.
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Post » Sat Mar 08, 2014 2:28 pm

I want to give my 2c even though I'm only playing with the free version for now.

I have to agree with Ashley here as porting the engine to different platforms, even using so called meta languages like Haxe or Monkey, is a massive job that would take resources out from the editor, which is the real selling point of the product. Look at what happened to Stencyl, which has been in beta forever because of audio and memory leak problems in the engine itself and not in the editor!

Crosswalk is obviously getting there, at a speed of development that is probably a nightmare for Ludei. The Android part seems covered though it needs to sort out a few things.

The desktop part with node-web kit is well sorted out I think, so no point in talking about it

The real problem is iOS. Even if Apple rolls out a version of Safari with webGL in the near future, it would hinder competing products like is doing with the current implementation of Chrome, where they can't use hardware acceleration. This could pose a problem where there might never be a version of Crosswalk for iOS, which is a real shame considering the mobile market and opportunities.

@Ashley: I think the solution in this case might be simpler than you think. Why don't you make Ejecta, which is an open source project (and working really well), an official part of C2 by creating an exporter for it? The amount of resource to make this work shouldn't be too big as there are people already using it, and Ejecta is a fairly complete solution with iAds and Gamecenter already working.
I know you don't like that kind of technology, but by supporting it (at least until there's a Crosswalk solution), people are going to be able to have a decent solution for iOS too, without having to do fancy hacks to make it work (you could generate the entire project on export, and then people with mac would have to just compile on xcode).

Think about it. I'm pretty sure a lot of folks would stop complaining and asking for a giant rewrite of C2 which I think is a crazy request!

Gianmichele
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Post » Sat Mar 08, 2014 3:48 pm

xoros wrote:There's nothing comparable on the market. Sure it would be good, if it could export to native, but I'm totally fine with HTML5.


Construct is almost exactly the same as MMF2 (now called Clickteam Fusion). In fact based on a previous post in this thread, Ashley used to be pretty well known in the MMF2 scene back in the day. My guess is that Scirra got fed up with its limitations and made their own.

MMF2/Fusion DOES export Native, and it works pretty well. The downside is though you have to pay for the software and then pay for the individual exporters (The software starts at 199. 399 is you want the developer version (Some plugins only work on developer). The iOS exporter is 180 I think... Android is about 80 or so).

I think Construct has potential but it needs more time to grow. As does the performance of mobile browsers. I would love to somehow make my own accelerated webview that can talk to the base OS. I just don't have the time to do that now. I hope Crosswalk grows in the next few months and can be useful and I hope somebody figures out a better way to get iOS support than to go through Cocoon.js.
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Post » Sat Mar 08, 2014 7:57 pm

BiznessMan wrote:Construct is almost exactly the same as MMF2 (now called Clickteam Fusion).


It's really not. C2 is light years ahead of MMF in pretty much every way aside from native exporters.
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Post » Sat Mar 08, 2014 9:34 pm

Arima wrote:It's really not. C2 is light years ahead of MMF in pretty much every way aside from native exporters.


I agree. I used MMF2 for years and while it's not a terrible program, it gives you nothing like the freedom C2 does. Lots of annoying and arbitrary restrictions on simple functionality.
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Post » Sat Mar 08, 2014 11:53 pm

@arima c2 is light years ahead of mmf but native exporters is really a veeeery big thing and shorts the time of these light years.
I see many games in here: http://www.youtube.com/watch?v=3Zq1yo0lxOU wich are great (for me) and some not. actually i dont realise the light years away really but i dont used mmf so i have no opinion but anyway.. all these games have at least better chances for multiplatform. i know your opinion and im agree mostly.


and something to all of you that maybe you misunderstand what many of us say.
the thing is that its not necesserary to tell eachother if c2 is great to do this or that.We know what it can do. the thing is to tell where c2 has limitations and problems.If someone use it for html5 only someone bought it for ios and android too.So the answer i want it for this and its great and idont care for the other options is acceptable yes but it doesnt sound really well to me cause i want it for android and ios.we are not enemies to scirra..we are supporters and buyers.
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Post » Sun Mar 09, 2014 12:41 am

Some of you guys believe you can have all this...

1- A cheap solution (yes C2 is really cheap considering the updates and how the scene is moving fast).
2- Not learning programming in c#, java or js, everything must be click and drop.
3- An intelligent assistant to tell you how to do events correctly and how to not use 5000px sprites for mobile.
4- Push a button and magically it will export to all possible mobile devices with a perfect fps, with feature parity (and multiplayer too! ).

I understand the hope, but you have to be realistic in your expectations, even if it is hard to accept : you can't have it all today.
To make a polished and fun game in the mobile world today, it is a lot work or experience, or everyone would be able to do it.

And the comment "pay 10k to make exporter to iOS, android", is naive at best...that about the min. monthly salary of a capable developer. If it takes years to millions-dollars-funded companies to create exporters, it is probably going to take a lot more than a month to one developer.
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