NW0.13.alpha5 Testing Report **Alpha6 Works!!**

Discussion and feedback on Construct 2

Post » Sun Nov 15, 2015 12:59 am

Danwood wrote:I released in Early Access, so savegame not carried over isn't an issue, players know the game is in development. But if Silver is releasing in full version then i would suggest to delay a bit.


Yeah it's a good idea, but if I release in EA, there would be a strong expectation of a lot more content added before release and honestly the game is finished as is, I'm just balancing gameplay currently.

Here's hoping these bugs are sorted out within a month. ;)

@Eisenhans
A lot is riding on this game (quit work, gamedev full-time), I knew it when I set out to build it. The deadline was this December.

This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.
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Post » Sun Nov 15, 2015 2:45 am

A lot is riding on this game (quit work, gamedev full-time),

Wow...that takes balls though. As much as i would like to do that...just can't do right now.
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Post » Sun Nov 15, 2015 2:33 pm

@Silverforce Well, I hope they fix these bugs in time, so you can release it as intended. I wish good luck for your project!
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Post » Sun Nov 15, 2015 2:41 pm

Silverforce wrote:@Eisenhans
A lot is riding on this game (quit work, gamedev full-time), I knew it when I set out to build it. The deadline was this December.


Ouch.
Well, I hope it works out for you.

This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.


So far all postings regarding this point in the opposite direction. No custom "native" runtime, but staying with HTML5/browsers/DOM.
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Post » Sun Nov 15, 2015 2:51 pm

@silverforce Might be a good opportunity to do marketing work ahead of launch. Launching a game without any awareness or hype can be devestating.
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Post » Sun Nov 15, 2015 9:12 pm

Silverforce wrote:Here's hoping these bugs are sorted out within a month. ;)

@Eisenhans
A lot is riding on this game (quit work, gamedev full-time), I knew it when I set out to build it. The deadline was this December.

This is why I truly hope C3 would eventually have a native export. We rely too much on the whims of 3rd party wrappers. I just want the normal reliance on Drivers & Engine to cooperate. Here we got the middle-man Chromium that just tries to Seppuku everyone all the time.


Ouch! Really hoping it works out for you but I don't expect Scirra to be able to do too much themselves.

Node-Webkit (and Chrome) is constantly holding Construct 2 users hostage every other update so far. We were lucky to get something that (barely) works and stick with it (R192 and NW 10.5) for Windows at the cost of losing console and other OS export functionality, but it's also why our future commercial titles will be using another engine.

Construct 3 would be really amazing as a plugin (level editor, object editor, code editor) that can be used by other engines that develop their own exporters/native export with much greater numbers of staff to deal with the nitty-gritty issues.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Sun Nov 15, 2015 9:53 pm

Eisenhans wrote:So far all postings regarding this point in the opposite direction. No custom "native" runtime, but staying with HTML5/browsers/DOM.


Yeah it's a shame, I hope it all works out with Chromium no longer full of major crippling bugs for C3 to really shine. If I still survive as a gamedev then and the situation is still crap, I'll have to put all my effort to transitioning to Unity.

@Jayjay
I understand the concern, not being able to export to console is losing out on a massive market. Its hard to make a smash hit on any one platform, so a more realistic aim is to develop a single game that can ship for XBone, PS4, PC, MAC, Linux smoothly, so that the lower sales on individual platforms combine to create a good income. Also, PC gamers are fickle and it may be that the game we want to make simply do not appeal to that crowd (example The Next Penelope & Airscape), and would work much better on consoles. I can see this factor along as being a major drawback of C2 and it's something C3 should focus upon.

@Tinimations
That's why I wanted to launch early next month, I've got a few streamers/youtube players who want to play it and I planned to give them some time to create the content and showcase before the launch later. I've told them all the ETA already. But I can't get these guys to play a broken game.

@glerikud
Well the sooner its fixed, the better for all of us who have been plagued with these issues for such a long time due to how messed up Chromium has been.
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Post » Sun Nov 15, 2015 10:30 pm

I understand @Ashley strategy and to be honest it does make sense with the amount of resources available to focus on something that can give multiplatform support without having to write different engines, and also have a very good editor to support game creation.

On the other side though I consider Html5 just another platform, like another console, that should not necessarily aspire to be compatible with everything.
Just like there are limitations right now to design a mobile game in C2 that the developers needs to take into account, the same could be said for a native engine and the multi platform incompatibilities. It is the developer job to know those limitations and either design for it or try to work around it. Don't have a 27.1 audio engine on ps4? Handle it with different assets or design your game against the minimum common denominator!

To bring an example to the table, Clickteam Fusion, does not have console support, but a few people actually made a fully native runtime for it. Yes, it does not support all of the objects and extension that Fusion has, but it works! And it lets people publish their game on consoles and other platforms.

http://mp2.dk/chowdren/
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Post » Sun Nov 15, 2015 11:52 pm

@Gianmichele
Yes, most of us understand why C2 is the way it is, especially due to the smaller size of the team involved compared to the major indie engines out there. Scirra can't be compared to Epic Games or Unity due to the scope of personnel and resources.

Hopefully by the time C3 is out, HTML5 is supported on Xbone/PS4 too and at the least, Chromium isn't a buggy mess. ;)
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Post » Mon Nov 16, 2015 5:30 am

Don't work for me either.

I've tried with my game, Perry World (will maintain the game back in some quarter of 2016), I've add the "Request fullscreen" action to the loader layout, but it doesn't trigger.

Also, like what @Silverforce told, the local storage was buggy. It saves to IndexedDB instead of Local Storage.
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If you play Puyo Puyo games, you can meet me at the Puyo Puyo English Community Discord: https://discord.gg/0k41S8ARwvY2iTIQ
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