I'm frustrated too, and I can see this comes at a bad time after all the nonsense with CocoonJS
Jayjay wrote:At least with the AMD bug you were able to fix it and then release it as soon as you had the solution.
Can you please mention 1 single professional game made in C2? just one
do you know why ? Because of what i already said in my reply.
Check games made in Unity and compare it'll be fun to do.
and I'm still saying C2 is Awesome (to play with) in your spare time and have fun with it, not for real serious game production.
C2 is just about 1 step close to be perfect, and this step requires REBUILDING it from scratch and include its OWN native exporter, without this it'll stay USELESS.
Jayjay wrote:@digitalsoapbox as someone who has made both 2D and 3D games from scratch I can confirm that it actually is better in some cases than being completely held hostage by a third-third party (as it's not just Construct 2 and driver vendors we are waiting on, it's also Chrome, Node-Webkit, and the HTML5 standard in general).
The main reason we don't re-invent the wheel is because we want to actually finish the games we make instead of producing tonnes of unfinished abandonware before we finally settle on choice of programming language, memory usage/allocation, design pattern(s), and other low-level things. Prototyping is a great time to switch engines around, and being half-way finished or further is not.
Middleware that works roughly the same way every time can be accounted for with work-arounds, while random engine-breaking updates can stall or kill a project entirely.
The reason why I personally want native desktop is because I know that Scirra can and has done an AMAZING native DirectX 9 runtime before with Construct Classic: http://www.scirra.com/construct-classic
Literally the C2 editor exporting to CC would be all I'd ever need ( as CC had a buggy editor but pretty solid runtime...except on Vista ).
Point is though, we want to use Construct 2, as a game dev tool it is literally the best we've ever seen, especially for 2D games. However, when you want to release commercial titles and pay say $500 for a copy of a "professional business edition of a game development tool" for each member of your indie studio to do so, you really want said game engine to actually perform the tasks it promises, especially after you've just raised all your funds in a Kickstarter and now have to release a product on the budget you initially planned (and other, less specific, cases).
CC is based on entirely different, and outdated, technology. I'm sure there's multiple good reasons for it not being directly importable into C2, but from what I've seen of CC porting stuff as a more manual process, while potentially frustrating, seems entirely doable. It's also the nature of changing engines - it's not like Unreal or Unity have had painless upgrade or porting paths either.
Unity is where a lot of serious C2 developers seem to be going, and each one I've seen hasn't blamed the editor in Construct 2, just the lack of control that Scirra has over runtime/export.
Also as a side note I've been following Sombrero for some time and it's looking really good, reminds me of the Friendly Strike series I played in my Clickteam TGF/MMF days
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