Does C2 allow Two screens use in WII U?

Discussion and feedback on Construct 2

Post » Sun Jun 15, 2014 6:27 pm

@Fimbul

I agree with you on some points, but Nintendo will not go down so easily. They have the biggest collection of game franchises, they can still resell older games on newer consoles (buy the same game a few times), they still sells portable consoles (DS and 3DS) when the market is full of smartphones and so on.

My concern as a Indie developer is the development kit witch is kind of expensive (a lot compared to the normal Wii U). I understand that if you develop bigger games you would need a special dev kit (more RAM for debugging, etc), but for HTML5 games I am sure that a normal Wii U with a tweaked/unlocked firmware would be more than enough. But if you make a decently selling game, you should cover the dev kit costs and also gain some profit.
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Post » Sun Jun 15, 2014 8:06 pm

@Fimbul

No one should develop for MS. They use self destructive tactics. In fact many of there divisions end up closing. There rate of trial and success is extremely low. Making for XBox One is a sinking ship.

http://www.extremetech.com/extreme/1819 ... x-division
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Post » Sun Jun 15, 2014 8:16 pm

You should consider this:

http://www.xbox.com/en-us/Developers/id

In that case you can use HTML5 apps in Xbox One, I have never seen a native HTML5 game in xbox one

https://www.youtube.com/watch?v=sOhBfoLKE7M

They don't request your cost to register as developer, also they can approve you due to geographic location like Nintendo does in opposite way. Nintendo might want to take a look at one of the reasons their support for indies is lacking and is entirely blind for modern stuff anyway.
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Post » Sun Jun 15, 2014 8:31 pm

Arima wrote:that's a bit extreme and unnecessary.

I genuinely apologize if I offend anyone with my tone, my intent was to dissuade devs from going with Nintendo, not "hating"/flaming or trolling.

The way I see it (especially since c2 is built on open standards), we should reject this "behind closed doors" approach. We have this nice little construct community here where we help each other, and now Nintendo doesn't trust us, and requires people to sign all sorts of NDAs for what should be public information. I get the need to protect sensitive information, but questions like this one are quite important and should be discussed publicly (that means without "email the nintendo rep in your area" cop-outs).

The reason they have those draconian measures is because they don't trust their systems, and that's quite understandable, considering the wiiU is a marginal improvement on the wii, which itself was a marginal improvement on the GameCube (which itself was quite and underwhelming - and underselling - system).

TGeorgeMihai wrote:... Nintendo will not go down so easily. They have the biggest collection of game franchises, they can still resell older games ...


That has always been the problem with Nintendo. They have a good portfolio, but are extremely hostile to third parties.

It appears Nintendo is the only company that manages to make money in Nintendo consoles. See this article, where publishers complain about that exact issue (regarding the wii) and this other article, where Bethesda claims it's too late for third-party support on Wii U.
Nintendo should be trying to woo (pun not intended) independent developers, but they're doing a lousy job. At least Microsoft attempts to foster a community (I don't know if that's the case for xbox, but it sure is for things like SQL Server or .NET).


jayderyu wrote:@Fimbul

No one should develop for MS. They use self destructive tactics. In fact many of there divisions end up closing. There rate of trial and success is extremely low. Making for XBox One is a sinking ship.

http://www.extremetech.com/extreme/1819 ... x-division

Oh, I agree completely.
  • They gimped XBox live indie games
  • f'd up with the whole can't-turn-off-kinect and must-always-be-online (granted, they backed off on that, but the fact that they proposed it in the first place is what scares me).
  • killed XNA after hyping it so much, and a bunch of developers still haven't recovered (even clickteam wasted a bunch of resources making a XNA exporter)
  • Internet explorer is still way behind everyone else (and they still reject open standards)
  • Windows 8 is garbage, office 365 is garbage, windows phones are... well... garbage.
Microsoft is playing catch-up and losing, and everything that made them great (remember the "developers, developers, developers" quote?) is also falling by the wayside.
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Post » Thu Jan 22, 2015 3:36 am

Wii U dev here, the dev kit allows you to use two screens. I haven't bought the kit yet, just browsed the forums. No I'm not violating the contract by telling you that, I'm just not allowed to disclose sensitive information (tools, manuals, etc.).

My advice: don't develop for the three big consoles unless you have a game that needs one of their controllers to function: for example, if you have a game that requires a stylus or touch screen, the Wii U is a good choice. The reason is that PC is the best platform, but it's dying like Sony, so you gotta choose which sinking ship you want to publish your game on.

Mobile is shit, nothing but greed-central, so don't give into temptation: making gamers pay for in-game items, putting content behind pay-walls, outrageous DLC prices, Patreon abuse, etc. is killing the mobile market faster than mobile device's own limitations. Sony is dying, Microsoft doesn't know shit about games, Nintendo is ruining its franchises, and Valve and EA are full of DRM. DRM is terrible for gamers: trojans and viruses, forcing people to rebuy games after they get banned, etc.

So go PC unless you have a specific controller in mind. And start making those CoD and Flappy Bird clones for virtual reality, because heaven forbid we don't have more copycat garbage when the virtual reality gimmick goes full swing this year.
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Post » Sun Jul 19, 2015 11:39 pm

As a developer, I think it's honestly smarter to choose your engine based on whether or not it ports to enough systems that people use often, then how well you can make something with it.

Don't NOT make a game for Wii U if you'd like to make money. You make money simply by supporting that platform. So, why wouldn't you? I just don't see the logic in not doing it if you can. Aside from that, bashing markets that C2 supports makes just as much sense as learning C to make a flappy bird game for NES. It's kind of like a take it or leave it kind of thing. If you don't like what C2 supports, use something else, like UE4. It's not wise to use an engine if you're not going to use it to it's full potential.
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Post » Mon Jul 20, 2015 4:33 am

@KTML5 supporting everything takes time and effort, and sometimes it's not worth that cost. Especially since we have close to zero discussion about the Wii-U, so for all I know it's a dead platform/market, with the HTML5 power of an apple watch.
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Post » Mon Jul 20, 2015 4:51 am

Two things that I've found is that:

1.) If you're using WebGL and can't bear to part with it, you're not going to be making a WiiU game.
2.) If you need all the performance you can get from a fairly powerful PC, you're not going to be making a WiiU game.

Maybe the Nintendo NX will have some better specs to support more demanding HTML5 games though.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Mon Jul 20, 2015 3:53 pm

As a developer for the Wii U, the problem is that you should make games unique to the platform and not something that you hope to publish everywhere. You really need to spend some time with the system to get the most out of it, and that is something that not every developer has the time or resources to do if they want to publish on other platforms as well. From a developer point of view, you would want something that you make once and export for everything, which is not the case for the Wii U.
Not to say that the Wii U is a bad system, I love mine and am a huge fan of Nintendo, but developing unique games for a system with a smaller install base is a huge risk.
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Wed Jul 22, 2015 4:07 am

Time is a factor to consider for developers that spend most of their time developing, that is a valid argument. But depending on the scale of the game, I don't see there being much of difference. I'll return to this after I have tested it out, and let you know of my results.

It seems that only a select few people have actually tested it themselves, so this isn't a completely reliable place to go to for information. I think if anyone is going to think of trying it, they should just go for it, and learn from their mistakes if any are made. Supporting a platform as big as the Wii U will make you a lot more money than supporting mobile app stores. It's disappointing that we have yet to see much support from other platforms, but I wouldn't be surprised if that support is coming in the future. (Hopefully for C3).

Two reasons why I'd say to try it: Less games than other markets means less competition; and it's also a system specifically designed for gaming. A console. Besides from the fact of it's popularity going back up because of the fact that few newer games on the powerhouse/expensive consoles are good. (Though there are some very obvious exceptions to this... The Witcher 3...)
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