Construct 3 - many questions (native exporterts)

Discussion and feedback on Construct 2

Post » Fri Jul 17, 2015 2:03 pm

@paradine - i use c2 because of simplicity and it's all i need (i love 2D games). that's first reason. 2nd reason is that my experience with directX programming is lesser. i could dwell into it for about 2-3 years and another 2-3 years of depth math problems with matrices and transformations to be able to build ONLY ENGINE (graphics) for a game. so yeah, it's a waste of time + i have no need for that. 3rd - i'm very good with desktop / mobile apps written in C# XAML/WPF and such, and web apps in Java. and 4th and last - i have a steady job and makin' games is my hobby - so i definitely don't have time to waste on what i mentioned in point 2. oh, and no 5. - today people use (let's say AAA games) already built engines that were developed by hundreds over a few decades (unreal, crytek, etc..) Oh want physics ? (havok) etc..

the point of programming is not to do something, it's to do something right. you should really know some concepts of good programming that can be applied to c2's game building, though it's much more simpler.

here's some help for you:
https://en.wikipedia.org/wiki/Software_ ... nt_process
https://en.wikipedia.org/wiki/Requireme ... activities
https://en.wikipedia.org/wiki/Software_architecture
https://en.wikipedia.org/wiki/Software_design
https://en.wikipedia.org/wiki/Coding_conventions
http://www.ibm.com/developerworks/websp ... erks2.html
and more...

once you dwell deep into this and understand all of it, and start applyin' it, you will see the difference in your programming / coding / eventing
mcuh more clearer. oh yeah, also it's a rabbit hole with no bottom. i've jsut thrown here some links but i'm sure you can find much much more. don't get me wrong, i don't think you're stupid or something, i just think people need to learn this so they can understand stuff more.
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
B
43
S
14
G
12
Posts: 626
Reputation: 9,455

Post » Fri Jul 17, 2015 10:55 pm

I just see other engines which run smoother without all the hiccups, and skip-ups that C2 has had problems with. (especially on mobile.) I would like an Android native exporter.

If C2 looks, feels, acts, tastes and behaves like native grade, then I will be happy. Very Happy...:)
B
82
S
32
G
7
Posts: 281
Reputation: 10,695

Post » Sat Jul 18, 2015 12:40 am

@saiyadjin has a very good point. Yes, there are performance issues with browser engines that are not our fault...but I think there are a lot of problems that simply stem from bad design, and a lack of understanding about what limitations mobile presents.

I think a lot of that bad design stems from people thinking that, with C2, you can be lax about how you design your game, because the editor and the engine will take care of you.

Well...it won't.

A lot of people that they can build a full game as easily as a prototype.

But...you can't.

It's a lot more work. A LOT more work.

You have to plan things out, organize your events sensibly, take notes, keep a changelog, modularize your logic to avoid the nightmare of WET design, make sane intelligible comments, keep those comments up to date (harder than it sounds), work out a consistent workflow for asset management, understand best practices for triaging bugs, understand common logic patterns, ...the list goes on...and on...and on.

The difference: with 'proper' game engines, you have to know most of this stuff to get anywhere in the first place. C2 is more lenient, but because of that people end up with inefficient, redundant, brittle logic that is poorly organized and nigh indecipherable. This still works...until something breaks and they have to try and make sense of their hot mess.

At this point the whole project generally falls apart, and there is rarely any way to put it back together short of starting from scratch...hopefully with a clearer vision of the goal, and a better understanding of how to put the pieces together.

//Rant(ish) :mrgreen:
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Sat Jul 18, 2015 1:56 am

TiAm wrote:I think a lot of that bad design stems from people thinking that, with C2, you can be lax about how you design your game, because the editor and the engine will take care of you.


I'll second the point. I've made enough game and other programming goofs to know that good design means good programs, and even the best engine can't save a bad design from eating all the system resources.
B
29
S
16
G
23
Posts: 68
Reputation: 13,722

Post » Sat Jul 18, 2015 10:31 am

I am active on scirra, unity and unreal engines forum and the topic "bad performance on mobile" is posted on all of them. And this is nothing exclusive to construct 2. Mobile is a very hard platform to develop games for. But it's just a matter of time until even the cheapest mobiles are powerful enough to run almost anything. So people just have to accept that native export will never happen.
B
58
S
25
G
14
Posts: 793
Reputation: 13,302

Post » Sat Jul 18, 2015 12:56 pm

Slightly off topic (but not in the context of native exporters), but does anyone have any experience with GG Maker?
http://store.steampowered.com/app/34740 ... nated__103

I know it's pretty much http://www.engine001.com/ and made by the same people who make RPG Maker (never used it).
Claims to have a native android export and powerful visual scripting/event editor and all for a very low one off payment.

You can download a trial from the enginee001 site.

Would love to hear some thoughts on it.
B
7
S
1
Posts: 41
Reputation: 572

Post » Sat Jul 18, 2015 1:39 pm

Ashley wrote:@paradine - you're right, it makes more sense to file a bug directly with NW.js. Have you done that?

@Ashley
No, I have not.
B
52
S
25
G
48
Posts: 139
Reputation: 28,391

Post » Sat Jul 18, 2015 5:02 pm

@mercedescolomar

1. You should not advertise another product here in the scirra forum, this is just not nice! You can do this in a general game developers forum.

2. I would never buy this from the people that make RPG Maker, because they sell this same software since 10 years (or more) without any updates. And special a software in the fast moving area of game development should have regular updates.
B
11
S
2
Posts: 213
Reputation: 1,266

Post » Sat Jul 18, 2015 6:28 pm

Er...apologies I guess...
Wasn't advertising, just wanted opinions.
Although different engines and products are mentioned and referred to almost daily on these forums...

Anyway, I had a play around with it and it's far from intuitive.
B
7
S
1
Posts: 41
Reputation: 572

Post » Fri Aug 07, 2015 1:04 pm

intel XDK and crosswalk 11 - it runs 40-45 fps on my mobile device.

The newest Intel XDK and the newest Crosswalk - it runs 45-46 fps on my mobile device.

Native APK - it runs 57-58 fps on my mobile device.
B
52
S
25
G
48
Posts: 139
Reputation: 28,391

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 17 guests