Construct 2 - Realistic State after 1 gazilion downloads

Discussion and feedback on Construct 2

Post » Mon Mar 17, 2014 8:06 am

On my on powerful desktop Construct is fantastic, it's performance on lower end hardware where my issues are. My laptop gets 15-25 fps on my game Orbit. We have recently ported it to Unity and identical scenes with the same physics engine with even more complex features such as volumetric lighting gives me 400fps on the laptop and 3000+ on desktop.

For this reason I treat construct as a prototype tool and for that it works exceptionally well. The speed with which I can get ideas down is super valuable for me when game designing. But for publishing, in my experience the performance just isn't there for larger projects.
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Post » Mon Mar 17, 2014 12:55 pm

@CrudeMik - that is far too big a performance difference to be attributable to Javascript execution speed. It sounds like you're getting software rendering due to buggy drivers.
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Post » Mon Mar 17, 2014 1:11 pm

@Ashley - yeah maybe, I don't really know enough about it. Tested on multiple low-end pc's and laptops and the performance just isn't there, We actually did a live stream with the Area5 / Outlands guys and the game ran really bad on their machine, this is what made us switch engines. So far in Unity it's screaming fast.

There could be many reasons as to why, but we've extended Unity so that we have similar 9-patch functionality and for whatever reason putting the textures onto polys and scripting in c# makes for crazy speeds in scenes with identical complexity between engines.

As i say though, C2 is still my go-to 2D engine, just that for whatever reason Orbit wasn't right for it, could have been bad scripting in events on my end, or it could have been trying to render too much or something like that.
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Post » Mon Mar 17, 2014 3:46 pm

if the wrapper of choice is software rendering because of buggy drivers on graphic cards from 2 years ago, then the developer has no control over that and our games will be unplayable and slow on a number of users that download them. lot of hard work, goes down the drain. html5 is great but it fits best in its' own world... browser games
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Post » Thu Mar 20, 2014 5:31 am

for $120 i'm happy with C2. If you look at the success of C2 made games like Super Ubie Land, and Our Darker Purpose that's on Steam for $14.99, then u can see the potential of C2 if you are patient and you keep learning and improving your skills.

But I do agree with the need for native exporters for android, ios, etc.. Although from personal experience I do have to say that a good export with Ludei or whatever can depend on the settings you use, so fiddle around with the settings like pixel rounding ON, Canvas2D instead of WebGL, try different Physics engines, etc.. and also 1/2 or 1/4 your texture sizes for mobile, it will be alot less processing work for it's little CPU and GPU (if it has one).

If u read tutorials and fiddle with the settings and keep exporting, then you'll understand what works and what doesn't, then you should get fast frame-rates on mobile.
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Post » Thu Mar 20, 2014 6:09 am

@arima, so how's C2 performing now with the recent updates, is it working on Vista? (I hadn't seen this discussed anywhere since the update has come out.)
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Post » Thu Mar 20, 2014 7:33 am

@alspal - I'm afraid it's not working any better on vista - I'm still getting software rendering with both node WebKit's preview and export. :(

For some reason it seems to be ignoring the --ignore-gpu-blacklist flag in the package.json and package-preview.json files (the flag was actually missing in the package.json file, adding it didn't help). If I create a shortcut to the NW.exe in the construct 2/exporters/html5/node-webkit/win32 directory and add --ignore-gpu-blacklist to the target, run it, then put in the preview address into the address bar, then the framerate is smooth.

Running from a modified shortcut is the only way I've found to get it to work, but that's not a reliable method if the user decides to launch the exe directly. Maybe it's a bug in node webkit itself.
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Post » Thu Mar 20, 2014 11:22 am

@Arima - huh, that's odd. Can you post that info to the bugs forum so I don't forget?
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Post » Thu Mar 20, 2014 3:46 pm

Yep, will do.
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Post » Fri Mar 21, 2014 4:11 am

I don't really post around here anymore, but i have been using construct continually since all those years back when classic was starting out.

As it stands i don't see myself using C2 very often compared to CC, even though its a way superior tool to classic in terms of stability. C2 has definitely improved a TON since it started out, things with more complexity than a few events and some behaviors actually end up working quite well on desktop, yet it falls short in so many areas because it's held back by trying to achieve what classic did in a webpage. The whole advantage of doing everything in html5 for C2 was to make the games work on as wide a range of platforms as possible, and yet in trying to use html5 as a catchall C2 games end up working from my experience okay-to-well on desktop and shoddily everywhere else. I feel like in choosing html5 C2 has become a jack of all trades and master of none. Its a bit frustrating coming from an experienced background using Classic that the successor to it still hasn't surpassed it at making games that run natively. In fact it's honestly nowhere close as long as its using html5, with all the overhead that comes with using html5 vs the performance a native game using opengl/directX would have.

I'm not trying to hate on C2, its a fantastic program and i do end up using it because having a game that runs everywhere is a beautiful thing. But its disappointing that html5, and not C2 is whats limiting me. With CC i could literally look at ANY 2D game, and even simple 3D ones and understand that it would be plausible to make a large portion of them exactly as they were using CC alone. With C2 i see a game and though building it is possible getting the performance you'd expect on modern hardware isn't.

I don't really know the details of how C2 is designed, but i just wish it could export native games that used SDL with opengl, or something similar, so that games that take advantage of modern hardware could finally be made using it, rather than what a lot of people see as a novelty in making their games run in browsers.

A lot of people, i'd even say the majority, use tools like construct/gamemaker/multimedia-fusion etc. because they want to make their "dream" game, not because they want to make their game as marketable and cross platform as possible. It's a hobby, and i think enabling people to make their game as big and complicated as they want within the scope of current hardware, rather than force them into cutting back so many features modern hardware would allow, makes C2 a lot less appealing to a lot of users. I think this is pretty evident in the way the old user-base was essentially alienated with the new goals scirra had in making C2 from its inception to when CC was retired. A lot of people didn't leave because we got tired and stopped using the software, its just C2 didn't fill our needs and still hasn't.
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