Plugins/effects and C3

Post » Mon Feb 06, 2017 7:43 pm

digitalsoapbox wrote:
Zed2100 wrote:Since we can import Construct 2 projects into Construct 3, it seems to me that the plugins will also be compatible.

I think, however, that most plugins should be updated by their authors to take advantage of the new editor plugin sdk. I can't wait to get my hands on it!


They've never said that C3 will import C2 projects with 3rd party plugins.


Thats a good point.
The structure of existing plugs isn't too bad for uploading.
The use of the .ico type for icons might be an issue.
Then again the blog mentioned the use of svg, and webgl doesn't play well with that either.
That would be a huge feature if they got that to work together.

But as Zed said the new sdk may change the whole thing, and if it's got editor/event integration then ....well it's got a lot of implications.
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Post » Mon Feb 06, 2017 9:12 pm

newt wrote:
digitalsoapbox wrote:
Zed2100 wrote:Since we can import Construct 2 projects into Construct 3, it seems to me that the plugins will also be compatible.

I think, however, that most plugins should be updated by their authors to take advantage of the new editor plugin sdk. I can't wait to get my hands on it!


They've never said that C3 will import C2 projects with 3rd party plugins.


Thats a good point.
The structure of existing plugs isn't too bad for uploading.
The use of the .ico type for icons might be an issue.
Then again the blog mentioned the use of svg, and webgl doesn't play well with that either.
That would be a huge feature if they got that to work together.

But as Zed said the new sdk may change the whole thing, and if it's got editor/event integration then ....well it's got a lot of implications.


Not as many implications as expecting large projects to be uploaded to a third-party server for "export," in terms of either reliability of said server (just the website goes down quite a bit), bandwidth use (a huge issue on mobile, especially outside of the US with data rate charges - not that anyone in their right mind is going to work on games on a phone), and legal (providing game assets to an unlicensed 3rd party just to get the game to "export").

I'd suggest you download Unity. Learn C#. Get your games on more platforms, more reliably, and with measurably better performance.
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Post » Mon Feb 06, 2017 9:43 pm

@digitalsoapbox I just saw Sombrero's recommended specs on steam.

OS: Windows 10
Processor: Intel Core i7
Memory: 8 GB RAM
Graphics: Nvidia GTX 980 or equivalent with 8GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Storage: 500 MB available space
Additional Notes: Best played with a 2 stick controller

I think you should definitely use something other than Construct.
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Post » Mon Feb 06, 2017 10:08 pm

bilgekaan wrote:@digitalsoapbox I just saw Sombrero's recommended specs on steam.

OS: Windows 10
Processor: Intel Core i7
Memory: 8 GB RAM
Graphics: Nvidia GTX 980 or equivalent with 8GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Storage: 500 MB available space
Additional Notes: Best played with a 2 stick controller

I think you should definitely use something other than Construct.


Recommended specs will always be high. The minimum specs should be able to be much lower considering the 2D nature of the game, however because of serious limitations that are endemic to Construct's codebase, which are continuously denied but easy to spot just by looking at the engine code, that hasn't been possible. Even low resolution pixel art games stutter, and that's not just due to garbage collection.

It's simply not a tool for any sizable - or sustainable - game development, period, in its current state. Or seemingly in C3, based on the expectations of either a browser-based or wrapped-browser IDE, on either desktop or mobile, and certainly not on any console, marketing claims aside. When playing YouTube videos can crash a browser on a monster of a machine (with no browser extensions installed), maybe that's not the best platform to base a professional IDE on.

I'm not even sure the appropriate words exist in the English language to fully express the frustration I had getting even acceptable, let alone good, performance in Sombrero - and I've been dealing with web-based tech professionally for around 20 years. While I understand some (Ashley) will blame others for performance issues, that's simply not the case here - the engine just can't cut it for anything large, and definitely not anything that is meant to run at resolutions expected out of modern desktop games, 2D or otherwise.

Don't even get me started on collision (or often, lack thereof) issues, unstable frame rates, buggy native behaviors that Scirra refuses to fix (jumpthrough issues, for example), or missing features that are common enough that I can comfortably say they're available with any other option natively - and by "natively" I mean the actual definition of the word, not the one that Scirra misuses all too often to obfuscate performance issues that can be linked directly to C2.

Anyways, live and learn. There's other tools out there without these issues. I'd suggest looking into them. The event system is cool, but the albatross it's currently shackled to is held together with duct tape and bubble gum that's icky and gooey and the seams are showing.
Last edited by digitalsoapbox on Fri Feb 10, 2017 6:25 pm, edited 1 time in total.
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Post » Mon Feb 06, 2017 11:57 pm

bilgekaan wrote:@digitalsoapbox I just saw Sombrero's recommended specs on steam.

OS: Windows 10
Processor: Intel Core i7
Memory: 8 GB RAM
Graphics: Nvidia GTX 980 or equivalent with 8GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Storage: 500 MB available space
Additional Notes: Best played with a 2 stick controller

I think you should definitely use something other than Construct.


It's depends what do you want to make and how you make it... (expecally for the ability make the event's very smart and less as possible)

The only issues I could see with the performance is the framerate... sometime just change without anysense and I hope they will fix that.

anyway, if you want to make a perfect performance game you have to code, there is no other way... or just hope scirra get more feature to menage the memory or somestuff like that...
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Post » Tue Feb 07, 2017 12:01 am

They have shown both the last Penelope and airscape both running, and both projects use 3rd party plugins, so i would say its safe to assume c3 will support c2 plugins.
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Post » Tue Feb 07, 2017 2:05 am

justifun wrote:They have shown both the last Penelope and airscape both running, and both projects use 3rd party plugins, so i would say its safe to assume c3 will support c2 plugins.


Its likely they would be supporting the 3rd party plugin. Keeping free, bored developers contributing to scirra is a big plus. I am more curious how will offline c3 perform with service workers supporting the offline platform.
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Post » Tue Feb 07, 2017 2:54 am

digitalsoapbox wrote:Recommended specs will always be high. The minimum specs should be able to be much lower considering the 2D nature of the game, however because of serious limitations that are endemic to Construct's codebase, which are continuously denied but easy to spot just by looking at the engine code, that hasn't been possible. Even low resolution pixel art games stutter, and that's not just due to garbage collection.

It's simply not a tool for any sizable - or sustainable - game development, period, in its current state. Or seemingly in C3, based on the expectations of either a browser-based or wrapped-browser IDE, on either desktop or mobile, and certainly not on any console, marketing claims aside.

I'm not even sure the appropriate words exist in the English language to fully express the frustration I had getting even acceptable, let alone good, performance in Sombrero - and I've been dealing with web-based tech professionally for around 20 years. While I understand some (Ashley) will blame others for performance issues, that's simply not the case here - the engine just can't cut it for anything large, and definitely not anything that is meant to run at resolutions expected out of modern desktop games, 2D or otherwise.

Don't even get me started on collision (or often, lack thereof) issues, unstable frame rates, buggy native behaviors that Scirra refuses to fix (jumpthrough issues, for example), or missing features that are common enough that I can comfortably say they're available with any other option natively - and by "natively" I mean the actual definition of the word, not the one that Scirra misuses all too often to obfuscate performance issues that can be linked directly to C2.

Anyways, live and learn. There's other tools out there without these issues. I'd suggest looking into them. The event system is cool, but the albatross it's currently shackled to is held together with duct tape and bubble gum that's icky and gooey and the seams are showing.



Checking the spec required by your game it seems odd to me it requires so much. Me and my team mate work on a large project as well (check DinoSystem on Steam), which simulates a whole ecosystem with dozens animals roaming, eating, hunting, mating and doing their buisiness, hundreds plants growing, a dynamic weather system, seasons, thousand objects on the map. Still, the game runs fine on my mid-range laptop.

I agree C2/3 with html5/wrapper is not the more efficient engine to work on a large project, but still seems strange Sombrero needs that specs. Maybe its the destructible world feature or collisions, i'm quite curious about it and would like to know more.
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Post » Tue Feb 07, 2017 6:16 am

@Ribis If you're not going to optimize your effects, particles and graphics, even you use the most optimized engine, you will fail.

@digitalsoapbox The Next Penelope rec. specs on steam

OS: Windows 7/8
Processor: 2.4 GHZ
Memory: 2 GB RAM
Graphics: Nvidia Geforce 600 series or higher
DirectX: Version 9.0c
Storage: 1 GB available space
Last edited by bilgekaan on Tue Feb 07, 2017 3:32 pm, edited 1 time in total.
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Post » Tue Feb 07, 2017 9:01 am

digitalsoapbox wrote:
bilgekaan wrote:@digitalsoapbox I just saw Sombrero's recommended specs on steam.

OS: Windows 10
Processor: Intel Core i7
Memory: 8 GB RAM
Graphics: Nvidia GTX 980 or equivalent with 8GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Storage: 500 MB available space
Additional Notes: Best played with a 2 stick controller

I think you should definitely use something other than Construct.


Recommended specs will always be high. The minimum specs should be able to be much lower considering the 2D nature of the game, however because of serious limitations that are endemic to Construct's codebase, which are continuously denied but easy to spot just by looking at the engine code, that hasn't been possible. Even low resolution pixel art games stutter, and that's not just due to garbage collection.

It's simply not a tool for any sizable - or sustainable - game development, period, in its current state. Or seemingly in C3, based on the expectations of either a browser-based or wrapped-browser IDE, on either desktop or mobile, and certainly not on any console, marketing claims aside.

I'm not even sure the appropriate words exist in the English language to fully express the frustration I had getting even acceptable, let alone good, performance in Sombrero - and I've been dealing with web-based tech professionally for around 20 years. While I understand some (Ashley) will blame others for performance issues, that's simply not the case here - the engine just can't cut it for anything large, and definitely not anything that is meant to run at resolutions expected out of modern desktop games, 2D or otherwise.

Don't even get me started on collision (or often, lack thereof) issues, unstable frame rates, buggy native behaviors that Scirra refuses to fix (jumpthrough issues, for example), or missing features that are common enough that I can comfortably say they're available with any other option natively - and by "natively" I mean the actual definition of the word, not the one that Scirra misuses all too often to obfuscate performance issues that can be linked directly to C2.

Anyways, live and learn. There's other tools out there without these issues. I'd suggest looking into them. The event system is cool, but the albatross it's currently shackled to is held together with duct tape and bubble gum that's icky and gooey and the seams are showing.


This is the kind of dialogue that should be promoted and out in the open between high level developers and Scirra - have you provided isolated cases of your concerns?
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