Suggestion! Consider bringing Cordova into Construct 2/3!

Discussion and feedback on Construct 2

Post » Tue Oct 27, 2015 4:32 am

that's exactly it! Sang Ki has had to take a break from plugins to do other game work because i'm sure it's paying much better.. so guess what? no broken plugins (if they are broken) are being updated and

this is a serious problem and Scirra needs to take it serious because while it's only a few of us vocalizing this issue.. we need more people to speak up.

Right now we're trying to get unity ads to work with the cranberry plugin and while it was working for iOS8 we believe that iOS9 it's now broken. I'm waiting to hear from Vulkan if this is in fact the case.

I have the utmost respect for Sang Ki and his efforts, but he's one guy and like you said he is (and really is at this moment) a single point of failure.

You reflect my feeling exactly.. C2 is a brilliant and powerful solution game development, but it doesn't help if we can't rely on it

Sang Ki's work shows the great potential of what can be done through plugins.. but C2's limited plugins out of the box are not enough.. clients (and developers) need to be at the front of the curve as much as possible.. ads are going out of style.. rewarded videos are hot right now.. it's what people want.. i don't even care if we only have one solution so long as it works

I just came out of plugin / xdk / c2 hell with IAP crashing on one of my games.. and only that game.. i had the latest Cranberry Plugin.. i was on iOS9.. this went on for almost 3 weeks.. Sang Ki wouldn't respond.. and everything was updating.. iOS9... XDK... Construct2.. Sang Ki's plugin was from september so that was steady throughout..

anywho.. i try once more after updating things.. and great it's working again.. i'm willing to give up bleeding edge updates.. give me a stable version of Construct 2 with proven solutions.. now do i REALLY know what the problem was? no f'n way.. everything updated.. and sure.. maybe even some human error was in there.. but jesus.. it shouldn't be like that..

I wish Scirra would hire Sang Ki to be a full time plugin guy. I know they are a small company but someone like Sang Ki would be a big help in managing just plugins.

I admit I know it's not easy to keep up with all the changes.. but if we stick with stable builds that include native C2 supported plugins.. i'd be ok with that.

As much as i love the regular updates from C2.. i'd be willing to suspend that for reliable publishing / plugins.. because i'm at a point where I may stop accepting client work or pursue any more mobile games with C2 and advise others to do the same until this problem is resolved.

I'll advise for people to just use C2 for web games.. this is where it's real strength is.. and will be until the issue is resolved.
B
59
S
9
G
1
Posts: 945
Reputation: 6,559

Post » Tue Oct 27, 2015 5:03 am

@arcadeed yea i'd like to look at cocoon.io again. i tried the tutorial and got errors.. so i didn't pursue it further.. we just need a solid official pipeline.. and yes. for perhaps some edge cases / advanced users.. it may be a "at your own risk" but most of us just need to know our games will reach iOS successfully with the most popular ways of current monetization..

I would love to revisit c.io with some tutorials.. but maybe it's time scirra also price better.. they have a fantastic product.. and frankly i'd pay more for it.. maybe they need to make the business license actually have more features like a guaranteed pipeline..

The business license would feel like we're really getting something not just paying extra once we make x amount of dollars with it because guess what? I can't make money from clients with this software without it supporting basic things in a consistent / reliable state.. THIS is what a business license should be and if I could be promised publishing would "just work" I'd easily pay $500 for this software.. it's still a fraction of Unity3D.. it's a hell of a lot easier than blueprints for Unreal4.. it doesn't require C++/lua like Cocoas2Dx.. it's not a pyramid scheme like build box is... it doesn't require any scripting like game maker does.. it doesn't sandbox you like Gamesalad does nor a subscription fee..

The only thing i don't like about c.io is the money you have to pay to remove the splash.. i mean I don't mind paying them to support the product but paying per game would get expensive.. but if it really works and doesn't break a plugin / game every other week i'd be happy to support it..

It's just that there is this gaping hole in C2. I think Professional license needs to be re-evaluated in what it really means..
B
59
S
9
G
1
Posts: 945
Reputation: 6,559

Post » Tue Oct 27, 2015 1:13 pm

Thanks @ArcadEd, I will have to take a look at that. You said you started converting all your apps to Cocoon.io. What are you converting from? Why did you decide to change paths? Thanks.

@part12studios - I agree and honestly, I thought I must be missing something when I started looking at these issues and I was not finding a big outcry in these forums. How are there not comprehensive, up-to-date Scirra tutorials on how to publish to iOS and Android? Aren't most people thinking mobile for their games?

I'm a simple man with simple dreams. I read about C2 and played with the free version before purchasing a license. When I bought it, I assumed I would be able to do the following with the product:
1. Build my game (Awesome)
2. Make money through IAPs and ads (I have not gotten to IAPs yet, but it seems ads are a 3rd party solution and based on your comments I think IAPs are too.)
3. Share the game experience via social media (Again, it seems I need to rely on cranberry to share achievements via facebook and twitter.)

I know some people will say they have done all this, but it seems it is not a stable solution. I am not sure I would sleep soundly if I had a successful game out there that relied on 3rd party plugins and I am an eternal optimist! haha

Lastly, you mentioned that C2 is a fraction of Unity. I thought that Unity was now free, but the learning curve was a lot steeper than C2?

Thanks.
B
42
S
16
G
3
Posts: 169
Reputation: 4,383

Post » Tue Oct 27, 2015 1:42 pm

They were all CJS before.

Unity is free, but to remove their splash screen it's $1500 per platform. You also need to buy pro if your projects make over 100,000 in a year or something like that.
B
101
S
32
G
11
Posts: 1,546
Reputation: 21,727

Post » Tue Oct 27, 2015 3:50 pm

yea what Ed said about Unity.

I say it's expensive because a client is not going to want you to make a game for them that says "made with unity" they are going to want it branded with their own splash logo.. and if you want a game for iOS and Android (pretty standard request these days) you're looking at $4500 to own a pro license or at least a 12 month commitment at $225 a month.. to lease the pro license.. so yea unity is not cheap for professionals.. it's fine for indies doing their own thing and don't mind some branding.. and you really can't expect a client to be billed an extra $4500 for software.. unless you've found a very very nice client.. heh :)

Now to C2.. yes this is the issue.. and honestly there is a problem that goes into software development in general.. tutorials for example.. are snapshots in time.. they tell you how to do something at THAT time.. but because everything is changing.. XDK.. phonegap.. CJS (now I/O).. C2.. tutorials themselves have to be somewhat living things.. and this can be a lot of work..

That said any engine has the same problem.. try googling tutorials or whatever on youtube for unity tutorials.. some go waaaay back to versions of unity where the interface is considerably different and methods change.. I don't expect C2 to solve this problem..

but what they can do is "pick a plot line!" to quote Fear from the movie "Inside Out". There are no certainties in life (like C2 ultimately abandoning CocoonJS for good reasons) but if C2 could declare the "official" publishing path(s) for various platforms then developers could team up and focus their energy to help each other work through things.. but right now we have a 3 way split.. XDK (my choice so far), Cocoon IO and PhoneGap.. and I guess Adobe PhoneGap Services (whatever it's called) so actually 4 routes..

This means that now when you ask for help with your platform a good number of people won't even be able to help other than "use what i'm using..." which is tiring after you've already put energy into one that pretty much does the exact same thing.. just at that moment unsuccessfully but will likely work again at some undetermined point.. heh.

I'm willing to go with whatever platform works best. I just feel like C2 needs to take ownership of this issue and offer its community a real solution. For now I'm going to stick with XDK as long as I can till perhaps Ed's tutorials are in place because i followed the other one and it failed with a bunch of plugin errors which pretty much was enough for me.. seeing plugin drama was the last thing I needed to see for a first impression of Cocoon IO. However i hear it's APK's are smaller than crosswalk so I'm very interested in that.
B
59
S
9
G
1
Posts: 945
Reputation: 6,559

Post » Tue Oct 27, 2015 4:08 pm

I completely understand your frustration. I've been with C2 for about 4 years, always working with CJS. It's had it's ups and downs but I always stuck with it and tried to just work around issues. Cocoon.IO has come a long way and I believe is truly a more professional compiler than CJS was, which is why it's no longer free. $500 per splash screen removal may seem like a lot, but like you said, for professional products, it's not that big of a deal.

Game Maker does not make you pay for splash removal, but has a much higher price tag up front. Which I would gladly pay as well.

C2 is an HTML5 engine. That's it. By being that, it has the ability to run on multiple platforms as well, with some work and help of 3rd party vendors. Making games and publishing on multiple platforms has never been easier, but it's still hard work.

Think about how often Android and iOS update their OSes as well. Getting everything working together takes work and dedication :).
B
101
S
32
G
11
Posts: 1,546
Reputation: 21,727

Post » Tue Oct 27, 2015 4:20 pm

$500 per splash is a lot, but its a flat fee so I can appreciate that, but i'm not paying $500 per game for something that doesn't work. I'm excited to see any updated tutorials that work well.

but i think this is the crux of the issue. HTML5 is moving so fast.. and mobile is too.. services like C2 are too far removed from the target platform to be relied upon.. even xcode and android studio developers deal with compatibility with OS's and such though not as bad..

There might also be two classes of C2 users.. ones who know javascript / coding which could be considered advanced .. and then standard users which don't know how to code or don't want too with C2.. each could offer different options.. imagine a setting in C2 that would hide certain features that standard users should avoid.. and advanced users know going into it.. results may vary..

but for standard users some level of support would be expected.. but this also isn't just to put more work on Ashley.. it's about allowing the community to unify under one solution and really pound on that when things go wrong.. more people will be using the same software and be in the same situation. there needs to be some standardization in the C2 community.. I don't care what and I think everyone would agree.. we just need it to work reliably.
B
59
S
9
G
1
Posts: 945
Reputation: 6,559

Post » Sun Nov 01, 2015 10:26 am

Going through "Exporting Hell" right now.
B
14
S
3
Posts: 22
Reputation: 1,220

Post » Mon Nov 02, 2015 9:14 pm

@metalmuscles it can be for sure. what plugins / services are you trying to publish with and what platform(s) are you needing to reach?
B
59
S
9
G
1
Posts: 945
Reputation: 6,559

Post » Tue Nov 03, 2015 3:15 pm

That would be a godsent I believe! I know that Ashley has recommended Intel XDK for a long time, but it's been a couple of years using XDK and it's still having performance issues. I've seen 4 different Intel support here, one after the other, they are helpful, but after a while, they aren't here anymore, so we have no idea what's going on.

If we have an official team working with Scirra, at least we know where to direct our questions and issues to.

I'm planning to put my game out on Google around next month, so will be trying Cocoon finally. Haha honestly I'm not even bothered with the splashscreen if it can give me some nice performance and not too much technical trouble.
B
46
S
23
G
31
Posts: 693
Reputation: 20,637

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: Anonnymitet, Syazanie Amirin and 9 guests