Ejecta and construct 2

Discussion and feedback on Construct 2

Post » Mon Oct 08, 2012 7:35 pm

@KMag - have you reported the errors you got to Ludei or us with .capxs to reproduce? It would be good if we can fix those issues so other people don't run in to them. I don't see any reason those problems can't be fixed, and I would guess it would involve a lot less effort to fix those problems than shifting to a whole new engine which is a vast amount of effort.

@Kiyoshi, @Arima - it sounds like an interesting strategy, but the big problem with using a new language is third party plugin compatibility. We already have a large library of third party stuff, and it's all JS designed to be run in a browser. I really want to avoid compatibility headaches where every plugin works on just a few certain platforms, since it can make it prohibitively difficult to find a reliable set of features that will work on a broad set of platforms.
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Post » Mon Oct 08, 2012 7:49 pm

wow... that HaxeNME looks pretty awesome,
I browse their game showcase at:
http://www.haxenme.org/showcase/

and i have that Rune Raiders game.. it's a fun game and plays pretty smooth even on my old ipod touch.


if Construct 2 can somehow incorporate HaxeNME, it will be the king of 2D game making tools
and we no longer have to depend on any other external tools to export to other platform...


Right now we're at the mercy of CocoonJS, AppMobi, Awesomium, Phonegap when we try to export to other platform, even for the browser version, only Chrome / Firefox that somewhat play nicely with HTML5 game.

but with HaxeNME, aside from HTML5, we can even export to Flash if we deem it necessary, pretty sweet....

It's probably gonna take a lot of work though, so i'm not holding my breath here.

EDIT:
looks like Ashley posted right when i'm replying,
I would sacrifice of not using any 3rd party plugin for the platform of choice that HaxeNME offer
(most 3rd part plugin doesn't work with CocoonJS / AppMobi anyway)Potato2012-10-08 19:56:17
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Post » Mon Oct 08, 2012 8:04 pm

I can't speak for others, though I think many would agree, but it would be well, WELL worth it to me to get native performance and increased options with less issues if it meant not using any of the previous third party js plugins. Especially on mobile!

Admittedly, I try to avoid using third party plugins anyway generally, but 'vanilla' c2 has plenty of functionality regardless that most games don't really need them. I think it would be a lot better for the long term viability of c2 if plugin development shifted to haxe - then plugins would hit everywhere rather than just html5. I think in the long term it might actually fragment things less than if potential exporters, third party or otherwise, were made for other platforms one by one.

I understand that would be a difficult choice to make, but I think it's a vastly superior path!Arima2012-10-08 20:05:25
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Post » Mon Oct 08, 2012 8:47 pm

To have Construct 2 without the limitations of HTML5... it boggles the mind.

Let it be known that a move would have my full support, even if it took a year with no updates, and no third party compatibility.

This really excites me. I know it would be a tough decision, but vanilla HTML5 just seems to be having so many problems.sqiddster2012-10-08 20:51:58
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Post » Mon Oct 08, 2012 8:55 pm

@sqiddster

Yes, i agree with you! When Ashley need some Money support from us, from me, he can have it!

KMag

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Post » Mon Oct 08, 2012 9:14 pm

Just make sure to keep telling your friends about C2!
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Post » Mon Oct 08, 2012 9:57 pm

Everything Arima said.
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Post » Mon Oct 08, 2012 10:19 pm

Well, I do think it is pretty much out of the question. We've been working on our Javascript based engine for about a year now, and still have plenty to do, so there's no way we can make time for this. It could come with its own batch of unforeseen limitations and problems as well. I doubt any one technology is a silver bullet which will solve everything.

Also, I am still 100% certain HTML5 + Javascript will ultimately match native performance and features. In fact, by the time we finished a port to Haxe, it may have become the case, rendering the whole project a waste of time.

We're working closely with appMobi and Ludei to make sure directCanvas and CocoonJS are high-performance platforms that cover as many C2 features as possible, and Awesomium should ultimately be as good as Chrome on Windows, Mac and Linux. If you have any specific issues, please be sure to report them and we can work on getting them fixed!
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Post » Mon Oct 08, 2012 10:32 pm

It looks like you need a mac to integrate Ejecta with your HTML5 game.

I have no mac, but i'm downloading another distro to use my virtual machine.
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Post » Mon Oct 08, 2012 10:36 pm

I'd be more worried about possible limitations of the current editor than an exporter for platforms we already have.
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