Is performance really that bad?

Discussion and feedback on Construct 2

Post » Thu Jun 12, 2014 6:30 pm

This is exactly what's stopping me from buying Construct 2. I keep hearing about the performance being garbage, and as I plan to make a big game with Construct 2.. I'm rather worried!

I was considering alternatives like Gamesalad, Stencyl, etc, but it seems to me that Construct 2 came out on top, seeing as it's also developing fast!

(Though Stylus has a better arcade, why is that? I must admit, even though it looks like Construct 2 is better... the arcades really aren't convincing me! You should REALLY ask people to start uploading, err, better games to the arcade)

Anyway, can Construct 2 keep up?
If not, please do suggest what other software I could use.
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Post » Thu Jun 12, 2014 6:44 pm

Arcade is shit, I have no idea why they keeping it here. It's disgraceful.
Construct 2 performance is not bad, lazy people who thinks the software should do everything what they dream of with one button press says that kind of idiotic things.

Construct 2 performance is bad if you don't know what you are doing and expects miracles to happen - by itself.
Don't say I can't write if you don't even know how to use the pen.

C2 is great and very flexible engine for probably every 2d game genre.
You are talking about big games...like most new and ambitious people here, but did you take a few second to think what exactly "big game" means? What you expect from big games to be?

I can easily suggest you to use Unity or UE but what for? To make big game? big games needs time, money and knowledge. Do you have them all to work on a big game in whatever engine you will choose?
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Post » Thu Jun 12, 2014 6:54 pm

shinkan wrote:Arcade is shit, I have no idea why they keeping it here. It's disgraceful.
Construct 2 performance is not bad, lazy people who thinks the software should do everything what they dream of with one button press says that kind of idiotic things.

Construct 2 performance is bad if you don't know what you are doing and expects miracles to happen - by itself.
Don't say I can't write if you don't even know how to use the pen.

C2 is great and very flexible engine for probably every 2d game genre.
You are talking about big games...like most new and ambitious people here, but did you take a few second to think what exactly "big game" means? What you expect from big games to be?

I can easily suggest you to use Unity or UE but what for? To make big game? big games needs time, money and knowledge. Do you have them all to work on a big game in whatever engine you will choose?


Yessir.

Have a few people lined up and we were thinking of going for Unity 2D, but saw a glimpse of Construct 2.

Knowledge? That needs to be acquired. Of course, I'm going to make a bunch of smaller games before I take on the big project to understand how the engine works.

However, I rather mess with the engine I'd like to work with from the get go, so I don't waste time in another one!

Time? Plenty dedicated to this! At least 8 hours a day.

Money? We do have a pixel artist on our team (the rest will be handled by me and the rest).

edit: Please tell me by the way that Construct can create games the same quality as the Stencyl arcade. If it couldn't.. that'd be upsetting! Though it should, but just incase, I'd like some reassurance.
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Post » Thu Jun 12, 2014 7:01 pm

Anyone who is serious about developing would think nothing of spending £80 on a possible tool that has the potential of earning you up to £5000 before needing to upgrade to a pro license.

If it doesn't end up fitting the bill, for whatever reason, it is still one of the fastest tools around for prototyping ideas.
If your vision so exceeds your ability, then look to something closer.
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Post » Thu Jun 12, 2014 7:07 pm

C2 is not a big investment... at all. Even the Business License is dirt cheap compared to other pro-applications out there (PhotoShop). You can use it for free up to 100 Events which is more than enough to test it's performance for yourself.

Learning to use C2 would never waste anyone's time. It will only make you better. It will teach you about game programming.

When will people learn that it's not the tools that matter, it's what you do with them? You can make a great game out of a cardboard box...
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Post » Thu Jun 12, 2014 7:33 pm

AesopWatt wrote:edit: Please tell me by the way that Construct can create games the same quality as the Stencyl arcade. If it couldn't.. that'd be upsetting! Though it should, but just incase, I'd like some reassurance.


Yes, There's plenty of beautiful games (even released on mobiles, steam..) made with C2... but not in the Arcade.
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Post » Thu Jun 12, 2014 8:46 pm

@AesopWatt :

As other said, the scirra arcade is bad, it was planned to be changed, but it did not for some reason I am not aware of.

Performances wise, C2 on desktop doesn't have too much issues, on mobile it is another story (but still doable), but all in all, C2 is notorious for bad performances because mainly, since it targets non programmers, people just assume that it should also target people that don't design correctly a game, on top of that you add complaints from people actually trying to make a game running on a weak phone while only testing on rather powerful PC (rule number one of multiplatform: you target multiple platforms, and not all platform is as powerful as others, so keep testing on a low-point target). There are also people trying to begin with one enormous project, that ends up learning to use the tool while doing it, which can ends up with a lot of little+big mistakes being made.

Also C2 is, contraty to belief, pretty open, and thus is easily prone to the user doing non-sense that is functionnal, but far far from optimal, C2 makes the programming easier, but you still have to design it carefully, without letting the game do too much useless things (although on PC it seems even really bad design seems to work well sometimes due to the actual performances of the engine + browser that are really good).

And to finish, the development time of a game in C2 is pretty good, but for more informations about how to design well a game, and use the tools C2 provides the best way you can (while keeping everything clear and organised), there is the manual, the experience will help of course too, and soemtimes tutorial, but I'll say be wary of tutorial, sometimes they are more functionnal than clean, so always try to get what is behind something that works in a tutorial so you can use it the best way you can think of (that is also applicable in other engines I guess, always try to see what is best when it is needed).
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu Jun 12, 2014 10:52 pm

jobel wrote:When will people learn that it's not the tools that matter, it's what you do with them? You can make a great game out of a cardboard box...


Sacred words.
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Post » Thu Jun 12, 2014 11:20 pm

AesopWatt wrote:Though Stylus has a better arcade, why is that? I must admit, even though it looks like Construct 2 is better... the arcades really aren't convincing me! You should REALLY ask people to start uploading, err, better games to the arcade


All I can say is, AMEN. This has been my biggest issue with the arcade. Users upload their junk tests (and even the result of following a tutorial) to the arcade instead of trying to put out a well designed game.

On the other hand, as @Aphrodite said, Construct is a tool. It only works as well as the person using it. You can make extremely high quality games. You just need to take the time to learn the tool. The only reason so many projects have such bad performance is, the people making them don't optimize them. This will happen with any tool you choose.
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Post » Thu Jun 12, 2014 11:29 pm

Lots always complain about bad performance, but honestly I haven't found it to be a problem. Try for yourself and see: https://play.google.com/store/apps/deta ... free&hl=en

This is my performance test game that I run on a lot of devices, iPhone 4 cannot handle it, but iPhone 4S onwards do it easy, even Android devices from 2010 (HTC Incredible S, dual core, 512mb of ram) run it smoothly.

It uses a LOT of objects, particles, behaviors AND webGL shaders. Baiscally all the fundamentals of whats required for a good game, but in a small and simple design. Took me a day to make it.

Big games are also possible, but currently only through Crosswalk/XDK due to its memory management. We're still waiting for monetization support from XDK though. Smaller games (less art asset, doesn't mean "small game") run great with CocoonJS & Ejecta.
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