Current Status/Practical Uses of Construct2

Discussion and feedback on Construct 2

Post » Sat May 20, 2017 9:06 pm

shinkan wrote:@irbis no idea bro.
I used cocoon.io once or twice before they came up with their idiotic payment plan... But it was shit, well for me anyways. Long hours of waiting for their system to build my app (imagine like 2-7 hours between uploading a zip file and downloading apk file), and even then stuff never worked properly. I've always had better results and literally no problems with XDK, all plugins always worked, maximum waiting time was less than 5 minutes - for me it was actually lot faster to upload each new game test version to XDK than using dumb "Preview on LAN" which never show true game stats on mobiles... Anyways. XDK is no more from what I heard/read so all you have now is manual process of converting html5 to apk or use Phonegap. Don't know if they are other means and even don't care anymore. Like I wrote in some other post , They abandoned C2 just like they abandoned CC. difference was that we actually paid for stuff in C2 that never came, and from what i can see C3 is no different, so good luck with your stuff mate!

:cry: Well... so cocoon is off the table then...

Jayjay wrote:I wouldn't call all those years with Construct wasted just yet. Construct was started as a free open source clone of Clickteam products and their newest one in development looks like its returning the favour (minus the HTML5-only export).
Might be a very viable alternative for you.

As I've said - no. I paid for C2 and its features. And a fair share of those features had never be delivered or are now dying out. That was not part of the deal for them to be working. I am not giving Scirra any more money ever. They have proven me that it was a bad idea to invest my time and money into them. So now they would need to try VERY hard to prove some hardcore good will. For example - not doing what Shinkan mentioned. But that's a tale of future.

Even if Scirra would have a sudden change of heart - it'll take years before C3 will reach the level of polishment of C2. And I have a problem here and now. And I need a solution here and now. Otherwise I will have suits going after me. I need a valid way of exporting a C2 made games for at least mobiles. Money can change a lot so I can pour some cash on that Steam API plugin and get at least Desktop sorted.

But I still cannot find a valid and long lasting option for mobiles. XDK is closing in less than a month. My clients might want some extra changes/updates after that point. I cannot use a solution that will vanish in a month. Please understand me. Its not about who's right or wrong or someone's personal preference. I was paid to do the job and I knew I could do it. Its not about Scirra anymore or hating. I have a wife and two kids. And If I won't find a way to get this sorted I am f****d. Literally.

Imagine what would happened if Adobe Photoshop would suddenly not be able to save images to jpg and png. Global outbreak of millions of graphics artists who's work and livelihood depends on that features. Same thing is happening here but on a smaller scale and I am involved. I need a "here-and-now" solution. Not another bright promise of something that -might- happen somewhere in the future.
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Post » Sat May 20, 2017 9:36 pm

irbis wrote: :cry: Well... so cocoon is off the table then...

I need a "here-and-now" solution. Not another bright promise of something that -might- happen somewhere in the future.


I can't imagine the stress you are under with family and financial pressures, but I wouldn't write off any options quite yet. It sounds like you need a "right now" solution as well as a more permanent one.

If you can just get something to work in the next week or two, it sounds like you are set for a little bit. After that, there are definitely more permanent solutions. Remember that all you really need for an HTML5 wrapper is a working webview. Any professional iOS/Android programmer should be able to get that up and running fairly quickly. I suspect that you will be able to get the performance you need without too much in the way of modification to your game now that both iOS and Android webviews support webGL.

Also, have you tried the desktop version of PhoneGap? It looks like it might come with some additionally flexibility that PhoneGap Build doesn't include:

http://docs.phonegap.com/getting-started/
www.simbucket.com - HTML5 Science Simulations / https://www.airconsole.com/#!play=com.n ... obotrumble - Robot Rumble on AirConsole
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Post » Sat May 20, 2017 9:45 pm

Oh I fully understand and agree with you. We were left pretty high-and-dry when we were promised Mac OSX, Linux, and WiiU when we purchased our business licenses and then barely managed to make our Windows version of the game work (we had to downgrade our C2 and NodeWebkit just to export working exes and support Steam). It sucks even more when you have to answer to investors / clients / crowdfunding backers.

But I have learned two things talking here about it:
1. Nobody here saying "just give your source" seems to understand the legal NDA and copyright issues of doing that. It's not like we can ask Scirra to give us their C2 source when Construct crashes.

2. This stalemate between people who actually make games and encounter issues and people who think thats entirely the fault of the game creators seems to never end. Even when other engines actually demonstrate better performance.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Sat May 20, 2017 10:36 pm

Jayjay wrote:1. Nobody here saying "just give your source" seems to understand the legal NDA and copyright issues of doing that. ...

Yeah but how much can a NDA restrict somebody though?

People like me just asked OP to provide the sample project that he used, in order to come to those conclusions.
OP obviously mentioned the NDA but I highly doubt that a NDA can restrict him from doing a separate example project, which comes close to the NDA restricted one.

There have been countless of posts like these were OP's just continuously complain but never provide something practical. I thought that this is another one of those and therefor tried to find out if it really is or not (maybe not in the most elegant and polite way, I admit that).
Judging by OP's denial to provide a practical sample (evidence) and further, mostly immature actions, for me the case was/is pretty clear.

I (and many others) know that NW.js isn't perfect and the fact that developers have to use a 3rd party Steam plugin to ensure stability and future support is just ridiculous IMO.

I'm not really on par with mobiles but I've seen a couple of people complaining about it.
I guess the only option for mobiles is to wait for Scirra's own build server, which is currently being tested in the Construct 3 Beta.
Last edited by TheRealDannyyy on Sat May 20, 2017 11:14 pm, edited 2 times in total.
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Post » Sat May 20, 2017 11:12 pm

I think Cocoon.io is a pretty solid choice for mobiles if you dont mind their splash screen at the beginning of your games that is.
Here is the complete documentation for it:
https://shatter-box.com/knowledgebase/cocoonio/

I have been using it and it is quite fast compilling everything and pretty straightforward to use. However after 2 apps you need to pay in order to use it
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Post » Sun May 21, 2017 5:30 am

Im a cocoon.io user since from the start.

Pros

1. InApps (RemoveAds & New premium item)
2. Ads (Appodeal & Admob)
3. Share with automatic screenshot of the game
4. 14mb Apk size (My project)
5. GooglePlayGames (Leaderboard & Achievements)
6. Facebook plugin

Cons

1. Not all custom/default plugins and effects are supported by cocon.io (If not supported, it can cause to poor performance, black screen or build error)
2. Going to another layout sometimes causes 3-5seconds or more. Let just say your Main Game Layout has 30-50mb memory image)
3. webgL 2.0 is not supported (causes black screen/build error too) so better use v239 and below version of construct 2
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Post » Sun May 21, 2017 7:46 am

cjbruce wrote:
irbis wrote: :cry: Well... so cocoon is off the table then...

I need a "here-and-now" solution. Not another bright promise of something that -might- happen somewhere in the future.


I can't imagine the stress you are under with family and financial pressures, but I wouldn't write off any options quite yet. It sounds like you need a "right now" solution as well as a more permanent one.

If you can just get something to work in the next week or two, it sounds like you are set for a little bit. After that, there are definitely more permanent solutions. Remember that all you really need for an HTML5 wrapper is a working webview. Any professional iOS/Android programmer should be able to get that up and running fairly quickly. I suspect that you will be able to get the performance you need without too much in the way of modification to your game now that both iOS and Android webviews support webGL.

Also, have you tried the desktop version of PhoneGap? It looks like it might come with some additionally flexibility that PhoneGap Build doesn't include:

http://docs.phonegap.com/getting-started/

Oh? So PhoneGap comes in two shapes? Whats the difference between the cloud and the standalone version?

Jayjay wrote:Oh I fully understand and agree with you. We were left pretty high-and-dry when we were promised Mac OSX, Linux, and WiiU when we purchased our business licenses and then barely managed to make our Windows version of the game work (we had to downgrade our C2 and NodeWebkit just to export working exes and support Steam). It sucks even more when you have to answer to investors / clients / crowdfunding backers.

But I have learned two things talking here about it:
1. Nobody here saying "just give your source" seems to understand the legal NDA and copyright issues of doing that. It's not like we can ask Scirra to give us their C2 source when Construct crashes.

2. This stalemate between people who actually make games and encounter issues and people who think thats entirely the fault of the game creators seems to never end. Even when other engines actually demonstrate better performance.

Yeah. I am always lost when I hear people casually requesting me to give up source of a commercial products. They really don't understand what they are asking for and sort of punishment will rain on my head if something would went wrong.

Husui wrote:I think Cocoon.io is a pretty solid choice for mobiles if you dont mind their splash screen at the beginning of your games that is.
Here is the complete documentation for it:
https://shatter-box.com/knowledgebase/cocoonio/

I have been using it and it is quite fast compilling everything and pretty straightforward to use. However after 2 apps you need to pay in order to use it

If everything what Shinkan said is true - I cannot use Conoon :( Too much downsides. And that splash screen... That'll be the first thinbg the client will ask me about and to remove. I'll give it a read, maybe there is a way. Considering the situation. Thx Hasui =)

jance0405 wrote:Im a cocoon.io user since from the start.

Pros

1. InApps (RemoveAds & New premium item)
2. Ads (Appodeal & Admob)
3. Share with automatic screenshot of the game
4. 14mb Apk size (My project)
5. GooglePlayGames (Leaderboard & Achievements)
6. Facebook plugin

Cons

1. Not all custom/default plugins and effects are supported by cocon.io (If not supported, it can cause to poor performance, black screen or build error)
2. Going to another layout sometimes causes 3-5seconds or more. Let just say your Main Game Layout has 30-50mb memory image)
3. webgL 2.0 is not supported (causes black screen/build error too) so better use v239 and below version of construct 2

Ouchy. PROs are awesome but those CONs are deadly :/
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Post » Sun May 21, 2017 8:41 am

Message: Delenne can only post plain text URLS until they have 500 rep. 4 URLS modified. Why?
I really feel for you - it is a terrible situation to find yourself in. Your story also confirms that my decision to choose Godot instead of Construct for my current game (which is a semi-large project) was the correct one.

I had a developer friend of mine read your first post, and he came up with a potential solution for the Android APK build: install a local version of Cordova, and you do not have to rely on an external third-party service like IntelXDK. You remain in control.

Linkies for step by step installation and APK building:
https://evothings.com/doc/build/cordova ... indows.htm https://tinyurl.com/j6y75kt
https://evothings.com/doc/build/cordova-guide.html https://tinyurl.com/klzx9tu

These links are for a different html app builder, but the workflow should be identical for Construct, I was told.

He told me that it can be finicky to setup and get your first builds, but it shouldn't take more than a day to get up and running.

I hope this info helps you a bit. Very sorry to hear about your predicament; I have had my fair share of client-related panic button situations too, so I empathize.
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Post » Sun May 21, 2017 11:42 am

Closing as this thread is not useful or productive.

Our bug report requirements make it clear what to do if you run in to any trouble, including what to do if your project includes copyrighted content. If you're not willing to co-operate then we're not going to try to help.

I'd also add performance problems people blame on HTML5/browsers/C2 routinely turn out to be hardware limitations, and nothing to do with Javascript or the web platform.

Do I need to share my entire project? I have copyright concerns.
No, we don't want your entire project. Sending us your entire project is usually not actually helpful. The guidelines require a minimal project with the fewest events and objects possible. Preferably you will be able to demonstrate the problem by creating a new empty project, and adding the minimal events and objects to show what is happening. This is the only practical way for the developers to diagnose the problem. Projects with hundreds or even thousands of events or objects are a nightmare to test because there is so much going on in the engine and it is almost impossible to isolate which part is potentially going wrong. Further, a very significant proportion of bug reports (around half!) are simply mistakes in events, and not actually bugs. Spending hours or even days debugging a huge project only to find it was a mistake in the events is simply too costly to our developer time, especially as we are a small team. Everyone wants the developers to get back to writing new and exciting features instead! Generally if you cannot reproduce the problem in a new empty project, that is a strong sign it is really just a mistake in your events, so this is a good way of filtering out mistakes from bug reports.

In your minimal project you can also easily use placeholder graphics instead of your actual artwork. This also removes any concern about copyright or having to sign NDAs. So it's better for both you and the developers.
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Post » Sun May 21, 2017 11:51 am

Also FWIW, that C2 bunnymark test is needlessly inefficient. Replacing the 'for each' condition with 'every tick' works identically and increases the score by about 300%. It looks like from other people's scores this will mean C2 beats the godot benchmark, but it's possible that one is needlessly inefficient too, I'm not familiar enough with godot to comment.
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