Construct 2: Your opinion so far...

Discussion and feedback on Construct 2

Post » Mon Mar 28, 2011 9:55 pm

@kwarn
Your comparison of Flash and Html5 doesn't take into account the fact that Html5 is still in its infancy, and Flash is well... ancient in geek speak.
Also... pretty sure you have to have javascript enabled to run flash on a browser.

[quote="pyteo":15c8dvh6]People say there will be an EXE exporter, but because Construct 2 is limiting itself to html5 features, you will have exe's with html5 compatible features only, which is bad[/quote:15c8dvh6]

Who said it would be like that?
There's no reason an exe exporter would be limited to Html5 features.
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Post » Mon Mar 28, 2011 10:44 pm

[quote="buddy40":3scxkb17]Maybe a simple name change would help. Not from Construct, just getting rid of the 2. C2 doesn't feel like a follow up to C1, it seems more like a 1.5 "upgrade" to the UI and a 0.1 "reverse-grade" to the run-time.

Granted, if there truly IS exe export with shaders and all, then it makes more sense to call it Construct 2, it's just that we are a ways off from that point.

I've gone back to MMF2 until EXE shows up, as while I like HTML5 as a feature, I don't much care for it as a focus. Still like Construct a lot, and will hopefully be using C2 someday.[/quote:3scxkb17]

Construct 2 doesn't need a name change, I think the whole "Pre-Alpha" tag does a great job explaining to users that this program is in the very early stages of development. Imagine when they first started filming The Godfather II, if somebody on the set kept saying "well technically, we should really refer to this movie as The Godfather 1.5 until it's finished."

As far as going back to MMF2 until there is EXE support , even if they added an EXE port tomorrow, I assume you would still use MMF2. You can't really create a game with C2 yet..

Construct 1 was my favorite game development tool, with that said, it needed to be shelved to start something new and fresh for a long time now. Having no portability, an optional Directx update required, and various bugs might sound like minor hindrances, but to the average indie developer who needs his game to be accessible as possible they are almost complete deal breakers.

Construct 2 seems to be coming along nicely and faster than expected. With the ease of testing Construct 2 games being as simple as clicking a link, I feel as if I've almost tested more C2 games in one month than I have C1 in all its years.
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Post » Mon Mar 28, 2011 11:04 pm

Pre-alpha would be fine to me, if exe were the focus again like C1.

None of this will matter eventually, but to be honest, Construct doesn't have enough brand recognition for it to even matter what it's called.

[quote:2mjf8vu8]As far as going back to MMF2 until there is EXE support , even if they added an EXE port tomorrow, I assume you would still use MMF2. You can't really create a game with C2 yet..[/quote:2mjf8vu8]

Not true. If for example, animations and exe export were in the next update, I would switch back. I don't use MMF 2 for professional purposes. These tools are hobby only (for me). I use Unity for my professional work, so really, neither program is what I need in that area, hehe.
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Post » Mon Mar 28, 2011 11:12 pm

[quote="pyteo":3rnilrty]you will have exe's with html5 compatible features only[/quote:3rnilrty]
Construct 2 is designed to allow different exporters to have different capabilities. We fully intend on making the EXE runtime (when we come to it) as powerful as the 0.x one.
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Post » Tue Mar 29, 2011 6:15 am

Hm, I was wondering if it would be possible to use an existing runtime, such as Lve (http://love2d.org/). Since it is open source and all that, you wouldn't be able to charge for lve .exe exporter, but it is a quick solution to get .exe exporter as soon as possible.

Then in the meantime you could develop a proper (powerful) windows runtime at your leisure.
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Post » Tue Mar 29, 2011 7:26 am

@newt :
this is not my comparaison, just the critics of other guys. The use of html5 is dangerous like i said to Ash for security data reasons. the fact C2 is going in the same way that MMF is a non sens too. The flexibility is important : more reflexion before to make less work after. For them and for you, it is important that the debug, modification go fast. There are 3 mens, no an army.
So actually, this dev, for me, it's just for fun. And it is good for them. Not to make professional application or game.
Have you seen what some excellent developper make with html5 ??? This is very interestant stuff but this is just very little application... Mr Doob is one of the best developper in html5.
To finish : how many browser html5 will running in 2-3 years ? 30% ? 50% ? what about making a game or aplication for a custommer who need 100% ???
Make an export in flash... Make an import for java... make an import for gnagnagna2... gnagnagna 3 etc....
I think you should consider ONE platform and target the different system which run this.
It is more complicated but more interestant. Think about Virtools, Shiva, Renderware studio etc...
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Post » Tue Mar 29, 2011 8:02 am

That might not be such a bad idea, Mipey. Sure, Lua isn't as fast as C++, but it's still one of the fastest scripting languages. A Lve .exe exporter would make a great cross-platform .exe exporter until the devs finish with their own proper C++ .exe exporter.

At the very least, it'll satisfy anyone crying out for an .exe exporter constantly.
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Post » Tue Mar 29, 2011 3:07 pm

I don't want a Lve exe exporter as i would much rather something like direct x used for a exe runtime for a start and also why would i want to buy a program that was just based on free library's? I would just get them for free because other than taking a bit longer it's not exactly difficult to use the normal version.

Ashley said this a while back to someone wanting to use another javascript game engine -

[quote:h3jlu7rq]We tend to write the engine ourselves so we have complete control. Construct only tends to use a subset of the features these libraries provide, and we don't want to end up snookered by implementing the engine in some framework and then being limited by the features they choose to implement.[/quote:h3jlu7rq]

I agree with that also, i see a lot of people finding javascript library's, impressive demos or frameworks and posting links but people forget this fact and also even though they are open source they still usually have some form of license attached.

Another thing is even though frameworks can be good they wouldn't exactly be usable for other things anyway and would also need understanding and adjustments, when you have gone through all the trouble of that it would have been better to just write it from scratch. Parts from a project like that might be good as plugins though if there was ever a LUA runtime but i would much rather have a engine with unique ideas and code rather than one "borrowing" everything to be honest.

I think people just need to have more patience or just use Construct 1 for now because if they thought C1 was usable before it's not like that's no longer the case. I also see no reason why someone couldn't just make a game in C1 then port to C2 later, it would be more work sure but events would be similar and it's not like C1 was ever multi-platform before anyway. The C2 engine is not even finished yet so it makes more sense to just focus on that first also.
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Post » Wed Mar 30, 2011 11:21 am

First of all, thanks for an excellent product so far!

I for one chose Scirra JUST BECAUSE it was html5 capable. Although it lacks certain features I have been able to create what I wanted so far with a bit of creativity (which there is a lot of room for!).

Now, what I wonder is if it is possible to load external data resources in some way. For HTML5 games json is an excellent format to pass data from the server and I am now looking for a way to just this. Maybe a new plugin is the way to go, or have someone else already done this?
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Post » Wed Mar 30, 2011 12:55 pm

It's early days yet for C2 - we're planning some AJAX type plugins later in development.
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