Should I use Construct 2?

Discussion and feedback on Construct 2

Post » Wed May 28, 2014 11:24 am

Use both, decide yourself. They both are great engines to work with. The limit is not the framerate or the limits of HTML5. Framerate problem is only on old mobile devices, you don't have to worry about them. Average PC runs HTML5 smooth. What you can compare is the development and support of the engines. New features are made every month for Construct2 that's a good plus point.
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Post » Wed May 28, 2014 12:05 pm

WAC wrote:Do Construct 2 games generally perform a lot better with Node-webkit than on a web browser?


I own all the engines from Game Maker through to C2 and each has its strengths and weaknesses. I would rate Game Maker closest to Construct 2. But that is my preferences. Of course Unity3d is awesome, but has a extremely steep learning curve.
Node Webkit (Node = node.js | Webkit = Chrome) so it actually is running via a web browser so performance is excellent.

You can bring a small game to a standstill if you don't program properly. You can run a big game on mobile, it all depends on you, your skill level, etc etc etc.

A 5 year old PC leaves lots of room to design, even carelessly, and graphics no matter what engine is what will cause you issues. Thisis all you need to really watch out for
You think you can do these things, but you can't, Nemo!
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Post » Wed May 28, 2014 1:58 pm

No, you shouldn't care about performance, it should be as fast as native, these were concerns before but HTML5 is now getting more and more stable
Unity got an HTML5 export, and other big engines are also considering HTML5
and if you want desktop apps, you can export with NodeWebkit

the people talking about C2 as bad are probably people who tried it for 5 mins in beta and judged it from that experience

One last thing, C2 needs some big releases, it's not getting the attention it needs
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Post » Wed May 28, 2014 2:21 pm

Node-Webkit should perform identically to Chrome.

You could always download our demo at http://www.airscapegame.com to see the performance of a platformer using node-webkit export for yourself.
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Post » Wed May 28, 2014 2:51 pm

Whiteclaws wrote:One last thing, C2 needs some big releases, it's not getting the attention it needs


Agreed. I expect more big releases by the end of year, especially now that C2 is gaining traction, and bigger developers embrasing it (though they not admitting it - yet - lol)
You think you can do these things, but you can't, Nemo!
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Post » Wed May 28, 2014 5:21 pm

sqiddster wrote:Node-Webkit should perform identically to Chrome.

You could always download our demo at http://www.airscapegame.com to see the performance of a platformer using node-webkit export for yourself.


The game worked great in the first couple of levels for me, but then i started to get frame drop and while that's okay, since it is pre-release.
The performance might be sufficient for average pc's today, but should that really be necessary? I'm almost certain that the CC exporter, still performs better than node-webkit. That is one of my reasons why i still hope to see native exporters for windows, mac and linux someday :?
Last edited by CandyFace on Wed May 28, 2014 6:23 pm, edited 2 times in total.
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Post » Wed May 28, 2014 5:27 pm

The Iconoclasts has been in development for over twice as long as Construct 2 itself has, so of course there isn't anything like it right now. Also, not all C2 games can be found here on the forums...

As for other engines...from my experience GM:S is buggy as hell and has tons of conflicting documentation, Fusion 2.5 is actually more powerful than C2 in many regards but is absolutely riddled with poor design choices, and, well, Unity is in another league, really.
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Post » Wed May 28, 2014 6:59 pm

Html5 isn't really limiting in terms of making a large game. I've been working on two large RPGs and c2 handles then just fine (other people have been working on large games too, like C7 with Courier). Now that we have crosswalk and Ejecta for android and iOS exporting, both of those have memory management so you can make large games for mobile too.

Html5 does have some downsides, but they aren't enough to really keep away from C2 except in some very specific cases, like needing every drop of power an older mobile device has. It also has some advantages, too.

Html5's main problems that I've experienced:
- Game logic speed isn't as fast as native, but it's still pretty fast. On PC it is very unlikely you'll hit any problems, however on older mobile devices like iPhone 4s and earlier it's quite likely you'll run into them (iOS is worse than android in this regard because of not allowing apps to use jit). C2 on PC has been able to handle almost everything I've wanted to make with it at 1080p/60 fps, and that's on a computer that's most of a decade old. That of my ideas which it isn't able to handle at 1080p60 it almost does (at about 30-45 fps) and would run fine on a more recent computer. All game dev tools have limits though.
- the node webkit export is basically chrome, and the chrome team decided to drop all support for hardware acceleration for XP and vista. This is seriously annoying, but can be worked around by starting the game from a shortcut with a flag to disable the gpu blacklist. Doing so works fine on my vista computer. It's likely that the person you mentioned who tried to make a tower defense game was getting software rendering or was doing something wildly wrong with their events, because c2 can definitely handle a tower defense game with way more than a few enemies.

Really, when it comes down to it, c2 can make pretty much any game you can imagine as long as it's 2d and within reason, of course (hardware has limits even if you were coding in assembly, after all). All the main big name tools can make great games and the main consideration for what tool to use should be what works best with your own workflow. I don't like MMF or game maker, but I respect the opinions of the people who do (for what it's worth, the person making the game you cited, the iconoclasts, left MMF for CC. I know he's had problems with CC - and I did too - but c2 has rectified those issues).

Try 'em out, see what you like, but be sure to give them a fair shake to make sure you don't get a false impression (for example, the performance of any game made with any dev environment, even in assembly language, can be crippled with a few incorrect lines of code).
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Post » Wed May 28, 2014 7:30 pm

sqiddster wrote:Node-Webkit should perform identically to Chrome.

You could always download our demo at http://www.airscapegame.com to see the performance of a platformer using node-webkit export for yourself.

So I just played the first six levels from this demo. That was some of the choppiest audio issues I've ever experienced with a game that wasn't run on an emulator and I frequently dealt with massive slowdowns for short periods of time. These are my specs.

Operating System
MS Windows 7 64-bit SP1
CPU
AMD Phenom II X2 550
Callisto 45nm Technology
RAM
4.00 GB Dual-Channel DDR2 @ 401MHz (5-5-5-15)
Motherboard
Gigabyte Technology Co., Ltd. GA-MA790X-UD4P (Socket M2)
Graphics
W2361 ([email protected])
512MB GeForce GTS 250 (EVGA)
Hard Drives
977GB SAMSUNG SAMSUNG HD103UJ ATA Device (SATA)
Optical Drives
TSSTcorp CDDVDW SH-S223L ATA Device
Audio
ASUS Xonar DS Audio Device

I should not be having these type of problems with my machine for that type of game. Now I'm even more concerned about Construct 2's performance issues than I was before. :( I was learning toward using Construct 2, but now I'm not so sure because of how your game ran for me. Like your game's performance was so annoying that I'll never consider buying it unless those issues are resolved which is a shame because you have a really cool game.
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Post » Wed May 28, 2014 7:37 pm

OK, thanks for the feedback!
I haven't been able to test on a wide variety of machines so it's good to hear if it's having problems.
Choppy audio you say? Interesting. I wonder if that's caused by the performance in general, or is its own issue.
Did reducing the resolution help at all? That would at least narrow down if it's a CPU issue or something else.

My machine seems to be similar (but without a dedicated GPU) and it runs perfectly.
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