NW.js v0.12.0 (Chromium 41) 5th March, Discussion

Discussion and feedback on Construct 2

Post » Tue Sep 01, 2015 7:00 pm

I am sorry to say it, but I am starting to regret I've had chosen C2 instead of Unity or GM... Yes, I've earned more then the cost of C2 and learned important procedures, but I simply can't see it as a future option.

Everything is great (the software is easy to use, the community is great, the updates are fast and fix or bring new functionality) until you get to export your game and you are disappointed that a simple 2D game can't run smooth on anything (from smartphones to medium-high PC) no matter how much you optimize them, you can't get constant 60fps for a simple 2D game.

Yes, Scirra's bet on HTML5 is the right direction, but is not there yet and will not be too soon. By the time HTML5/Javascript games will be a viable solution, other engines that already have native support will add it (already started adding it).

And instead of waiting for C3 or a miracle, i decided to start it all over with an engine that is already proven to make commercial games.

This doesn't mean that I will stop using C2. I will still use it, but only for prototyping or small projects.
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Post » Sat Sep 05, 2015 12:03 am

Prominent wrote:nw.js 0.13.0 will be based on chromium 43, which I heard fixes the smoothness issue.


Indeed, at least the browser does, NW 0.13 is in alpha but it doesn't work on me, i guess Ashley will need to mess with it to make it work! Can't wait, lol.
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Post » Mon Sep 07, 2015 7:59 pm

Technology was suppose to speed things up, but in reality, now everyone is waiting for someone else to fix something that is not working because of something else that needs to be fixed and so on. For years we are in pretty much same spot wasting time. And that's a problem across all software.
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Post » Mon Sep 07, 2015 8:30 pm

Technology did speed things up - the productivity has significantly increased. It's now possible with very limited knowledge, resources and time to create games that would have taken teams of experts years in the past. Think Super Mario on the NES ; it's now possible for a single person to create something better using modern software. Of course this example is a bit extreme and we usually want to do "more", but this in itself proves things are moving forward.

If stability is the key, focus on mature platforms and technologies ; though while this mitigates the risk of "innovation" this also adds the risk of "obsolescence"
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Post » Mon Sep 07, 2015 8:49 pm

Refeuh wrote:Technology did speed things up - the productivity has significantly increased. It's now possible with very limited knowledge, resources and time to create games that would have taken teams of experts years in the past. Think Super Mario on the NES ; it's now possible for a single person to create something better using modern software. Of course this example is a bit extreme and we usually want to do "more", but this in itself proves things are moving forward.

If stability is the key, focus on mature platforms and technologies ; though while this mitigates the risk of "innovation" this also adds the risk of "obsolescence"


I would argue that with progress of technology, everything becomes more and more loose, as less and less tight, and mario on nes is a great example, as there has yet to be a game made in c2 as tight as mario was for example . Even new smb games are not as tight as original. I played both fairly recently.
Last edited by megatronx on Tue Sep 08, 2015 12:33 am, edited 1 time in total.
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Post » Tue Sep 08, 2015 12:10 am

Mario for nes was programmed by two people, and the art created by two people, music by one. There was a director and producer, but if you consider the brunt of the work, there weren't too many people working on it.
A lot of old games were created by one or two people.
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Post » Tue Sep 08, 2015 4:50 am

I don't feel technology is making me wasting time, on the opposite, it allowed me to create my dream game, which is a fairly large and complex project, expecially considering it is developed with C2.
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Post » Tue Sep 08, 2015 5:42 am

TGeorgeMihai wrote:I am sorry to say it, but I am starting to regret I've had chosen C2 instead of Unity or GM... Yes, I've earned more then the cost of C2 and learned important procedures, but I simply can't see it as a future option.

Everything is great (the software is easy to use, the community is great, the updates are fast and fix or bring new functionality) until you get to export your game and you are disappointed that a simple 2D game can't run smooth on anything (from smartphones to medium-high PC) no matter how much you optimize them, you can't get constant 60fps for a simple 2D game.


I'm not sure why you would think that.

Even a low-end PC is capable of running most C2 games smoothly at 60fps.

I'm pegged at 60fps constantly in mine.

I mean there are FLAWS its not perfect, for for PC, certainly NW 10.5 and 12 are pretty smooth & fluid.

On mobiles, with iOS8 WKVWebView, it's pretty smooth too.
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Post » Fri Oct 23, 2015 6:18 pm

This jankyness issue is bringing me to the point of madness. The game starts almost without fault to jag harder and harder the longer the playsession. I'm to submit Klang to IGF this weekend, and I know it stands no real chance in the technical department due to this issue. I'm just hoping the avarage judge quits playing out of time constraints before the jaggyness kicks in. IT REALLY SHOULDN'T BE THIS WAY. Like someone else mentioned, I'm often daydreaming what it would be like to work in GM instead...

I also see there hasn't been a new node webkit since march? When's the new edition with chromium 43+ coming out?

I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.
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Post » Fri Oct 23, 2015 6:31 pm

I noticed your game uses a lot of effects. I remember someone mentioning once where a shader would become increasingly out of sync the longer the session. I'm wondering if the shaders are contributing to the jank you're experiencing?
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