Features Scirra has? Looking to hire Programers.

Discussion and feedback on Construct 2

Post » Wed Mar 06, 2013 3:22 pm

[QUOTE=sqiddster] @Lovelocke64, actually by now, with Node-Webkit, C2 is almost as powerful as CC for desktop games, and it has so many benefits like active community, constant updates, more features, etc.[/QUOTE]

Not trying to start anything here, but "almost" doesn't "equal". For my purposes, Node-Webkit is tricky to get video playback working, and for (enough) other users, they experience glitches ranging from unpredictable performance to audio glitches.

I'm sure the same errors can creep up in Construct Classic, but nothing beats native export like native export.

Besides, for our OP's requirements, iOS/Android development, whew. The Android development side of exporting requires even more troubleshooting to get "right". Another issue of the long-winded talks on "native export" support that pops up weekly on the forums.
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Post » Wed Mar 06, 2013 3:44 pm

So... Mobile platform publishing sounds pretty hazardous at this stage. :(
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Post » Wed Mar 06, 2013 4:21 pm

There are third party plugins that allow IAP but I don't believe they are standard yet. I built the functionality into my Facebook plugin. Right now I'm working on a project that accepts payments through PayPal so I'm working on building that functionality for my app. So the abilities are all there and it is a step up from the competition. :)
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Post » Wed Mar 06, 2013 8:25 pm

[QUOTE=ozboybrian] Thanks for the great answer!

If I have other question it would be... what is the most intense Construct 2 project that's been exported to mobile devices? Like with the most characters, animations, rules etc that are in one single scene?

I would love to see that to see if my future projects can run on it as I wanna make money on the App store with some pretty big games. :)[/QUOTE]

I don't know if loot pursuit is the most intense project at any one point, as I'm optimizing as much as possible, however it is a substantial project. The main problem right now is memory management, which Ludei has said they've started working on. It was running fine on my iPhone 4S until I started using more ram than the device has (still runs fine on my pad 3 which has twice the ram), hopefully ludei's implementation will fix that problem (it sounds like it will).

[QUOTE=Lovelocke64] [QUOTE=sqiddster] @Lovelocke64, actually by now, with Node-Webkit, C2 is almost as powerful as CC for desktop games, and it has so many benefits like active community, constant updates, more features, etc.[/QUOTE]

Not trying to start anything here, but "almost" doesn't "equal". For my purposes, Node-Webkit is tricky to get video playback working, and for (enough) other users, they experience glitches ranging from unpredictable performance to audio glitches.

I'm sure the same errors can creep up in Construct Classic, but nothing beats native export like native export.

Besides, for our OP's requirements, iOS/Android development, whew. The Android development side of exporting requires even more troubleshooting to get "right". Another issue of the long-winded talks on "native export" support that pops up weekly on the forums.[/QUOTE]

Although I haven't tried video in C2 yet, the lack of complaints about it makes me think that video playback was worse in CC, as in CC there was virtually no control over the video, it always has a control bar, and I seem to recall I couldn't even destroy the object. It was basically useless. :(

CC export wasn't perfect either, players of CC games would sometimes report crashes. Besides, for every thing CC does better, which isn't much, there are a bunch more things that C2 does better.

Also, I apologize if I'm misunderstanding, but it sounds like you're implying native export to android would make things easier - but from the developers I've heard from and talk to, native development sounds even worse! Hundreds, if not thousands of devices running tons of various modified versions of android with different hardware specs that often don't even support the features they claim to support. Native export is not a silver bullet that is always better at everything. It's no wonder scirra's competitors are taking so long to update if they're trying to make a native android exporter by themselves.
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Post » Thu Mar 07, 2013 2:33 am

Video implementation etc.. Plugins sounds like a Powerful option.

GS doesn't have that. However the native publishing, I don't think people have had all that many problems.

I read on the Scirra facebook page that someone published their game and it was all good and after about a month it started breaking down which really doesn't make sense to me.

I would be happy if I could get games working on i4S onwards with Game Centre stuff. (C'mon, majority of people love their high scores.)

I think I asked this before, but does anyone have any videos of a C2 game that has a single scene PACKED with the lots of things happening at once? I checked out MortarMelon, really nice project, but I feel if they couldn't fit more in one scene (purely for RAM reasons, amazingggggg looking game.) I get a bit concerned.

I love having lots of Animations and various characters all doing something at once.
Which is also something GS CAN NOT handle.

GS Does not have custom polygons or joints either, that is another thing about Scirra that I love. ozboybrian2013-03-07 02:52:06
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Post » Thu Mar 07, 2013 7:41 am

[QUOTE=ozboybrian]
I read on the Scirra facebook page that someone published their game and it was all good and after about a month it started breaking down which really doesn't make sense to me.

I think I asked this before, but does anyone have any videos of a C2 game that has a single scene PACKED with the lots of things happening at once? I checked out MortarMelon, really nice project, but I feel if they couldn't fit more in one scene (purely for RAM reasons, amazingggggg looking game.) I get a bit concerned.

I love having lots of Animations and various characters all doing something at once.
Which is also something GS CAN NOT handle. [/QUOTE]

Ummm. I suppose they were inefficiently using storage. Maybe they were just adding more and more to save file and it started using up too much memory. This would reduce performance.


I haven't tried packed scenes yet. Though tests have shown that if your willing to limit a fps of 30. you can get 200+ objects renders without much problem. Hardware of course matters where mine is a low end Tegra2, so consider that :P. I have also been thinking of a theory to pack many more objects onto a scene by identifying them as dynamic and static. Then using rojohounds canvas render the static elements at 10fps count and leave dynamic running at normal speed. but it's just a theory. I don't know of GS has access to a canvas layer to experiment with that.jayderyu2013-03-07 07:42:37
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Post » Thu Mar 07, 2013 10:37 am

GS doesn't use plugins for anything which is a good thing I suppose, but it reduces the time frame on branching out, I respect that they are trying to go native code but the features are just taking so long for a large team.

I'm happy to stick to use the latest devices if I can make the best possible game. :)
Scirra has so many great features I don't see anywhere else. Scirra and iStencyl are my favs. But I believe scirra is the only one with Plugins!
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