Is Clickteam Fusion 2.5 worth buying on sale?

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Post » Wed Jun 29, 2016 10:54 pm

Bleenx wrote:Rats! Thanks for the info. Godot's looking sweeter and sweeter by the day.


If you ever get Godot to export a project without janking (even with ONE sprite, even in fixed update) hit me up :P

Every engine has its quirks.
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Post » Thu Jun 30, 2016 1:31 pm

Eisenhans wrote:
Bleenx wrote:If you ever get Godot to export a project without janking (even with ONE sprite, even in fixed update) hit me up :P


I suppose you mean the stutter? I've noticed that too after messing with it. I wonder why it does that even in fixed update? OH well, I won't diverge from the OP topic. Thanks for the info
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Post » Mon Jul 04, 2016 1:14 am

To be honest, I think that Clickteam Fusion 2.5 (27€) + HTML5/Android/iOS exporter (45-75€) is a better deal than Construct 2 (100€). Even trough is not easy as C2, is still easy enough.

Of course it has it's fair share of bugs and issues and hidden costs (like the need of Developer Upgrade in order to use Ads), but at least you get native support with the possibility of upgrading to different platforms (no more "close to native speeds" and the "joy" of using wrappers). There is also a 3rd party exporter for consoles named chowdren.

If you want to make small/medium games quick, C2 is the best choice, but for larger games I would go for Unity, GM:S or CF 2.5.

Keep in mind that C2 was developed when HTML5 just appeared, so it's core is not up-to-date. For example arm.js is used only for physics and not for whole C2. Who knows, C3 might be a nice surprise with latest HTML5/Javascript technologies implemented (a huge boost compared to C2).
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Post » Mon Jul 04, 2016 3:50 am

To be honest, yes clickteam fusion more powerful than C2. But the prices is also expensive, you need to buy separate plugin and upgrade to developer version if you want to show the ads on your game. If i have more money, i definitely buy Clickteam fusion 2. But alternatively you can learn playmaker on Unity instead, it's just $45 on sale. Playmaker is a great tool to make a game without writing any single code on unity. Lately, i got custom action that you can animate any sprite with just 1 window without using unity animator mecanim, awesome!

I hope C3 will really really best game editor out there, some basic feature like transitions, tween, moving object.
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Post » Mon Jul 04, 2016 11:20 am

Construct 2 has major, transformative features that are missing in other products. Imagine working without sub-events.
Scirra Founder
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Post » Mon Jul 04, 2016 3:56 pm

yes @ashley but other products offer native exports. any thoughts about leave html5 and go to native?maybe in another (side) project not construct. did you ever think about it?
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Post » Mon Jul 04, 2016 8:41 pm

@spy84 Is no use, this was requested a lot of times before but Ashley is set only on HTML5. While I see the advantages of HTML5, in practice there are a lot of drawbacks.

I also have GM:S Pro + Android exporter (12$ on Humble Bundle) and Clickteam Fusion 2.5 (27€ Steam Sale). And now that I will have some time on my hands I will try both and see witch one I keep (I can still refund CF 2.5 in 14 days).

I've made around 1800$ profit with Construct 2 and I've learned a lot of useful stuff, but the "no native" is starting to become a problem. Adding 60 MB ~100 MB to a simple platform game is not good and the performance on mobiles is hit or miss. Also, we stay at the mercy of node.js or other wrappers.

I will still use C2 for prototyping my games (is easier, faster and better than pencil and paper) and wait to see C3, but in the meantime I will try another engine.
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Post » Tue Jul 05, 2016 8:32 am

@TGeorgeMihai thats too sad ( about html5 i mean). i asked ashley but to tell you the truth i dont expect really an answer. people wants stability and less headaches when their games come out to the public so they want native. as i see and read here over the years users of c2 wants native or almost native exporters to mobile. we stuck to cjs or cocoon.io and xdk, cordova and as we waiting for things to go smoother and more stable over the years this expectation fades out. I dont see so many interest or the same whining anymore for mobile. Either people left either the idea of not expecting something dramatically better grows inside our minds for good all those years and we let it go. Now over a year i see the results of this "no mobile anymore" idea turn our interest to desktop cause feels safer than mobile. But even here i see some projects like "slain" for example to change from c2 to another engine for i supposed more security? so im wondering is anybody here who really his priority is to make html5 games or stuck with scirra because of the easiness to make things happen, surrounded by the feeling or hope to wait and see in the future maybe things get better?

anyway the reason to write my thoughts was the post of ashley cause the whole post under the name "should i buy clickteam fusion' is ..ok how to say it a little bit disrespectful? but i can understand and feel the topic starter's thoughts. maybe a side project is a good idea like the revive of construct classic which i thing was native? everybody will be happy to have the choice but at the end who am i to give business directions?
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Post » Tue Jul 05, 2016 10:14 am

I've answered it so many times I am just super tired of typing it out over and over again. I think I need to write up a definitive blog post on our position on this.

For example, we see a lot of "mobile performance sucks in C2", and then it turns out their game hammers the GPU fillrate, so it would not be faster in a native engine!
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Post » Tue Jul 05, 2016 11:04 am

Agree with @Ashley there. Too many people complaining about mobile performance when they clearly don't know the limitations of mobile development. Just because you can make something in C2 and can export for mobile doesn't mean that it will play well on mobile. I've learnt the hard way. Investigated what's going on under the hood, what features to use and what not to use.

X - Don't use webGl effects - They are neat but usually heavy & not useful for mobile.
X - Don't use Force own texture on layers.
X - Don't use constantly updating Text object if you can do the same with Spritefont.
X - Don't use particles, unless it's very simple and low amount of particles.
X - Don't expect heavy amount of physics to run well.
X - Don't update things every tick unless you have to. Use 'Every X Seconds'
X - Don't use big images with large areas of overlap.

* - Always limit your Top level events. The less events the the engine has to go through each tick the better.
* - Group event's and only activate groups when needed, close when not needed.
* - Use smart and cheap ways of picking objects & Structure your conditions accordingly.
* - Disable collisions for objects that don't need it. (Personally I think this should be disabled by default)
* - Keep an eye on memory, cpu, fps, draw calls, ammount of sprites, etc
* - Study and try different approaches of doing the same thing in a smarter/cheaper ways.

If your game is not performing well, it's probably not because C2, it's probably because you don't know what the hell you're doing, and have no clue what the mobile limitations are.
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