Construct 2 - Realistic State after 1 gazilion downloads

Discussion and feedback on Construct 2

Post » Thu Mar 06, 2014 6:15 pm

Having your main programmer spending his days writing 'help files' isn't the most efficient use of his skills, or time.
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Post » Thu Mar 06, 2014 7:03 pm

This ‘help’ thing will work as long as it doesn't take the form of a winking paperclip....

I had a massive diatribe written earlier but it got deleted by the editor (aarrgghh!!). Here’s the short version of my thoughts, it won’t surprise many….

- I bought C2 because I wanted to make android and iOS games; that’s what it said on the tin…
- Huge disappointment at discovering that mobile export is really an apparently continuous beta program – cocoonjs, phonegap, intel xdk (now agi?), and now crosswalk (no iOS – really? Pity...).
- But C2 editor is light years ahead of the competition. I mean, it is really very good. I can still make games (for browser / node) and the process is pleasurable. I have mostly recovered from the poor mobile performance/export problem because the editor is so good.

I think all of the optimization comments are valid but only to a point. I recall using Corona SDK not even a year ago to make a trial android apk to run on my trusty old Samsung S2 with dozens of physics balls all bouncing around at 60 fps on a complex ground shape while using the accelerometer to 'tilt' gravity – with no collision stuttering (I think it began to slow at well over 100 objects, but that might be my memory selecting a rose tint); that is something that is just not possible using C2 – I would like to be proven wrong and I defy anyone to produce a demo to counter this observation. Code optimization can improve a 'first stab' or beginner event sheet for sure, but the relative slowness of JavaScript when ported to mobiles is, IMO, a fact that I feel is being denied only to quiet those who criticize C2’s mobile performance. This video is a year old but it makes the point about C2’s JavaScript performance when wrapped using (old, admittedly) cocoonjs: please stop saying JavaScript is as fast as native on mobile. How awful was that old cocoonjs splash? But at least it didn’t flicker…

I feel kind of sorry for @Ashley - unappreciated by some as a one man coding guru and he's probably wearing his fingers out making an awesome browser based game engine. The lack of mobile support made me a little unhappy at first but I've gotten over that now and I recognize that what we get in terms of browser game development massively offsets the mobile limitations. And all of this for one payment - no annual rental plan required!! That doesn’t seem to get much of a mention but it carries a lot of weight for me because at the end of the day I’m still an amateur and my rate of productivity cannot justify an annual subscription.
Last edited by Colludium on Thu Mar 06, 2014 7:18 pm, edited 2 times in total.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Thu Mar 06, 2014 7:16 pm

Well it may not be relevant in this thread but Mobiles and the like have killed gaming anyway. I havent seen anything on a mobile that impresses me, even Angry birds is way better on a PC with a mouse. As for the crappy turd clones, well its laughable. I am obviously from a differnt age :-)
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Post » Thu Mar 06, 2014 7:19 pm

@spongehammer - LOL - couldn't agree more!
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Thu Mar 06, 2014 7:21 pm

spongehammer wrote:Well it may not be relevant in this thread but Mobiles and the like have killed gaming anyway. I havent seen anything on a mobile that impresses me, even Angry birds is way better on a PC with a mouse. As for the crappy turd clones, well its laughable. I am obviously from a differnt age :-)


Fell the same... Can't stop laughing watching my friend sliding and punching mobile screens trying to "play". Besides that playing mobile games is like playing FPS with gamepads :D
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Post » Thu Mar 06, 2014 7:45 pm

spongehammer wrote:Well it may not be relevant in this thread but Mobiles and the like have killed gaming anyway. I havent seen anything on a mobile that impresses me, even Angry birds is way better on a PC with a mouse. As for the crappy turd clones, well its laughable. I am obviously from a differnt age :-)


Depending on your genre of choice I can point you to a few really good games. If you like platformers, give Rico a shot. The platforming challenges in it, especially if you try to collect all of the coins, are very rewarding.

If you like CRPGs, Spiderweb Software has put some of their games on android and ios, try Avadon, Avadon 2, and Avernum remake. All of them are great gameplay, though the graphics are very basic.

Recently I played Waking Mars, a great metroidvania-style game where instead of killing things you ... plant alien plants. Very well done game.

There are a ton of amazing mobile games out, even though many have PC counterparts, often it's more fun and relaxing to play on a tablet laying down on a couch.
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Post » Thu Mar 06, 2014 7:46 pm

I originally bought C2 to make interactive animations for www and small www games. it's the perfect tool for that.

after 2 years, it's now in a good state where you can convert your html game to make it a desktop exe. i don't like the useless overhead in exe size and the fact that you cannot load/unload assets with C2 commands, but it kind of works.

however for anything beyond whack a mole, for mobile, native code is still the best option for now. i keep checking every few months for any progress in 3rd party technology, but we are still a few years away from having good html5 wrappers that can cater for games with some action
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Post » Thu Mar 06, 2014 8:02 pm

Juryiel wrote:@Ashley

I agree with @lwgames about all the 'future' talk being rather unpleasant. It's not that I disagree about the 'future', but people are buying C2 now with certain promises about what they can do now on your page, which turn into expectations about what they can do now, and many of them are trying to do this professionally. Notice how many times the word 'now' appears in the sentence above. The fact that your response is "Just wait until some indeterminate time in the future until some third parties fix the problems you are having" is not very reassuring. I think acting as if the people don't understand the complexity in making your own exporter or the limitation involved is both condescending and dodging the real problem which is that in the first place it is you guys who are creating these complain threads by leading people to believe that C2 can produce monetizable mobile games reliably NOW and not at some indeterminate time in the future when Intel and ludei get around to it, possibly maybe. Forget the performance, there are key features not working now on mobile, often times the entire game. The fact that people paid you money for those features and your response is "maybe intel will fix it" is probably not what they had in mind. Certainly they weren't expecting to pay you so they can beta-test your product.

Anyway I guess given your response the only sane thing to do is finish my simple 'test' game - that is, if intel and chrome mobile ever get around to fixing simple sound issues that they themselves probably don't have high on a priority list - and take the advice of some of the forum regulars and go play with unity and check back in a few years and see if Crosswalk is a more complete product. Posting about these issues seems to be an exercise in futility since it's inevitably turned to "omg fill rate of mobile devices is low" or something like that ignoring the many problems that have nothing to do with it.


+1 to this but with a little more delicate approach, i don't like swag answers by scirra :/
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Post » Thu Mar 06, 2014 8:18 pm

Colludium wrote:I feel kind of sorry for @Ashley - unappreciated by some as a one man coding guru


@Colludium - I certainly hope I didn't sound that way. I crazy appreciate all the hard work he puts into C2 - as I mentioned before, if it weren't for construct, I wouldn't be making games at all.

Though I can't speak for everyone, I think generally others feel similarly that they appreciate the effort put into C2, but just have some complaints about the present state of some things which are outside of Ashley's control due to the route he's chosen. I don't think expressing discontent with valid flaws automatically means people aren't appreciating the work put in.
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Post » Thu Mar 06, 2014 8:30 pm

Arima wrote:
Colludium wrote:I feel kind of sorry for @Ashley - unappreciated by some as a one man coding guru


@Colludium - I certainly hope I didn't sound that way. I crazy appreciate all the hard work he puts into C2 - as I mentioned before, if it weren't for construct, I wouldn't be making games at all.

Though I can't speak for everyone, I think generally others feel similarly that they appreciate the effort put into C2, but just have some complaints about the present state of some things which are outside of Ashley's control due to the route he's chosen. I don't think expressing discontent with valid flaws automatically means people aren't appreciating the work put in.


+1 to this one too..
for me it's like a movie witch had reaaaaly good possibilities to be good, I was excited with the start and the concept but failed in the end (no construct hasn't ended yet, it's a mediocre metaphor) , that's why i feel like that,
if it was a general bad product/service we wouldn't refresh the forums like this
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