idea for construct3 that is in line with it's goals

Discussion and feedback on Construct 2

Post » Fri Nov 20, 2015 12:54 pm

This is all speculation, but from what Ashley has said in the past, I'm pretty confident that construct 3 will be an HTML5 editor, won't be browser based, won't be "in the cloud", won't be subscription based, and will remain a desktop app, with technology behind the editor probably being HTML5.

This has several advantages:
- Linux/Mac/Windows support out of the box
- Fewer discrepancies between editor and runtime (such as shader bugs)
- Code reuse (since everything will be javascript)
- Better and more extensive API for plugin developers
- More editor features (since we won't be limited by a third party GUI API like the one in construct 2)

What will likely happen, and what makes the most sense, is that c3 will be a javascript app compiled in NWK (or similar) to turn it into an executable, with a decoupled "compiler" that spits out your games.
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Post » Sat Nov 21, 2015 3:44 pm

Only @Ashley knows :)

If the editor itself can run in localhost and allow for collaborative workflow (similar to superpowers game engine), that would make construct3 a great choice for game jam events!
That is another advantage of html5.

The trouble with that is that people would often mistake the proposal of such feature with locked monthly payment browser based game engine services. The proposal is for you to own the engine and to run it entirely from your hard drive, however be also able to locally host the editor itself (the way you can host a html5 game on localhost) and have other people contribute code and graphics to your game without the need of using dropbox,github and other third party services.

This sort of thing could be made without them needing to install anything, or it could be made in a way where they indeed need to have construct3 editor installed and licensed as well. In any case- it would elevate the editor to a new level that promotes collaboration on a project and makes it easy to set it up for team work. I see that as a huge advantage over many other game engines
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Post » Sun Nov 22, 2015 11:12 am

If you put it that way, I agree. This is indeed a good idea. But will the editor be in HTML5? I guess we'll see.
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Post » Mon Jun 06, 2016 9:07 am

If the editor is html5, we can potentially use it on a tablet even. :)
Apparently somebody already thought about that:
https://gdevapp.com/
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Post » Mon Jun 06, 2016 7:20 pm

I am old fashioned but I prefer the software to be proper Windows software. It should also conform to the actual theme/ui setting in Windows and not have its own (of course best is to choose, that's what I like with C2, so many to choose between.).

Ok, I despise software that go its own way and put a super dark UI for me, nooo I do not want it, I want it to look like the rest of Windows just like I have set it up! Worst are the ones with custom "cool" ui with everything picture based+ custom buttons where you have to re-learn how to cycle. But it seems to be a thing of the past - mostly. THANK GOODNESS. But some are stubborn about it, this is a software I hate to use but have to use as it is the only interface to the cutter:

http://cdn.vanillaforums.com/makethecut ... 2e4825.png

Ok now that was cosmetic part.

Reason of why I do not like web software: It won't conform to standards. I feel also uneasy about working in a browser with its overhead but also for my own ADHD-ness and inability to multitask (= I can't have anything distracting for me... then concentration go its way)
I want to have a software I know how to do straight away with my super short attention span.

I guess if the "software" was without the browser visible parts it would be slightly better, but still have that "its own ui" thing which is a minus for me. Plus how would short keys work? Ctrl+S will it save the project or bring up browser's save html thing? Apparently I am not too deep into this thing, of course of course.

long loading time = nope, downloding crap every time I use = NOPE.

My humble opinion. :)
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