Ludei's answers to your questions

Discussion and feedback on Construct 2

Post » Sun Mar 23, 2014 6:48 pm

So, as promised, at GDC last week I took some of your questions from this thread and went to the Ludei booth and asked them.

None of this is guaranteed to be true, I took notes, but I may have misremembered some facts, or been given incorrect information.

My first impressions of the Ludei people was that they seemed very tired and overworked - that could have been just the fact that they'd been running the GDC booth, but I was also told quite a few times that they are 'very busy'.

Advanced Web Audio
Apparently this is something that's extremely difficult to implement with their system, and they didn't give me any timeline for that.

WebRTC support
No plans for this any time soon.

OUYA support
They had an OUYA at the booth running a cocoonJS game, but they said they haven't yet implemented microtransactions.

Text rendering
Apparently text rendering is extremely expensive the way they do it, and you'll either have to stick to updating text very infrequently, or use spritefonts.

Support and features for the C2 plugin
So this may be some good news - they are preparing to open source the C2 plugin and turn it over to the community. Should be a little while as they said they need to do a lot of internal testing but it's almost there.

Not responding to contact, request, etc
This was just a 'we're very busy' response, talking about the amount of users they are trying to deal with, etc.

Memory management
This one was interesting. Apparently C2 is the only engine they have trouble with in this manner, and they have quite a few problems with the C2 implementation of memory management. They are convinced that C2 is doing this wrong, and making it difficult for them to do anything. Nevertheless, they did say that they had some workarounds in the works.

Hope this gives you guys some information.
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Post » Sun Mar 23, 2014 7:18 pm

In the end, it will be mutually beneficial for Scirra and Ludei to work together to fix these problems. It will definitely translate into many more users for both.
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Post » Sun Mar 23, 2014 7:54 pm

Thanks for reporting back! :) and a big congrats on getting your game greenlit!
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Post » Sun Mar 23, 2014 7:56 pm

Thank you very much for doing this and sharing the answers! Would be very, very cool to work around the memory management thing.

Also, congrats on the green light :)
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Post » Sun Mar 23, 2014 10:59 pm

Thanks @sqiddster
Ludei has many employees and that means they're desperate for being more funded. Maybe that's why they look so overworked. It's sorry that they're doing poor communication with communities, but I wish they came to bring something cool back soon.
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Post » Mon Mar 24, 2014 2:27 am

The big question will be what is IN version 2.0 (confirmed by them at GDC to be the next release ). If the bug fixes will occur in that release. When that release will occur, etc.
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Post » Mon Mar 24, 2014 2:30 pm

Well, I asked the release date of the new C2 plugin to Ludei, complaining about their not being punctual, you know, like "It will be live soon" and no news for a month. They said they are working in the last fixes, probably will be ready in days.
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Post » Sat Mar 29, 2014 11:39 am

sqiddster wrote:and you'll either have to stick to updating text very infrequently

I know webfonts doesn't work and spritefonts didn't have a good result for me.

Could you please elaborate on that? I am struggling a while now to make my custom fonts working, on my Android game.

Thanks
@StylianosArts
Game studio with a portfolio of 4 Apple Featured games.
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Post » Sat Mar 29, 2014 1:00 pm

@skozak basically, updating text is horrendously expensive with their implementation, takes like 40ms or something. So, as soon as you are updating one text per tick, even if you are doing nothing else, you are down to 25 fps.

So you have two options:
-Use text, but don't update it often
-Use spritefonts
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Post » Wed Apr 02, 2014 8:31 am

Wow, thanks for doing this...I hope we see some amazing updates soon!! :)
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