Suggestion! Consider bringing Cordova into Construct 2/3!

Discussion and feedback on Construct 2

Post » Sat Nov 07, 2015 1:10 am

@newt there is no way you're going to be able to make plugins that interface 3rd party Javascript through events/actions without having to get into the code and do some actual scripting. There is an Javascript SDK that lets javascript coders create C2 plugins to access the various files needed to integrate another API.

I don't see that as a selling point. People want to make games, not API/SDK plugins. What does matter is that a solutions can be found. My business partner is a seasoned javascript developer and in matter of a few hours had a working C2 plugin. Tim over at Ouya managed the same thing having never used C2 to any extent before diving into it. It's not difficult.

Our plan is to create a plugin for the store if/when it's integrated. I'm not sure which one we'll do but C3 will be ripe for good easy access solutions. We'll likely use it ourselves for our next game and then sell our solution(s) to the community to help them with their games.
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Post » Sat Nov 07, 2015 2:25 am

Sorry, I can't take your word for that. Unless you can show why that won't work.
We are, after all, using events to manipulate javascript.
Granted it would take some time for someone to dig in some third party code to figure out how to call the necessary expressions, but this isn't just about using libraries.
We need reusable events.
We need the ability to loose the chains of those third party libs.
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Post » Sat Nov 07, 2015 7:35 am

@newt someone else will have to explain then i guess. no one is getting C2 to learn how to use it to access javascript code.. people who want to do that are javascript developers, not most construct 2 users. what you're really suggesting is some kind of macro / prefab system.. not plugins. plugins are really for accessing libraries.. it really is. be it vibrate.. or social sharing... or tweens.. or any number of other plugins out there.. they allow custom or pre-made / open source html5 code become something C2 users can call on and bring into their game.
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Post » Sat Nov 07, 2015 1:34 pm

Yes I'm talking about behaviors too. You can make any kind of behavior with events already, but the lack of reusability makes that less fruitful.
There could be thousands of quality plugs with mechanics still unexplored.
Sure the third party solutions are valuable, but api's come and go. Just like javascript developers.

Edit:
There could be thousands of quality plugs to sell on the store with mechanics still unexplored.
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Post » Sat Nov 07, 2015 9:46 pm

it's an interesting idea for internally stuff, but i don't see it being practical or easy to implement for external source files. I also don't really see what would be useful in a modular sense that wouldn't require some revision.

What are you eager to reuse? high score system? controls? with a little knowhow you can reuse code from other projects without much trouble. I've done it before and it worked fine.

If someone is that interested in DIY they should just learn javascript and use the Construct SDK Ashley has already made.
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Post » Sat Nov 07, 2015 11:52 pm

If someone was that interested in coding wouldn't they just move on to another engine?
Its really hard to tell that to a customer that just paid for a license, because a selling point was "no code".
Then telling them to just go buy a plug third party plug that can't be guaranteed is another lead balloon.
Developers don't need poorly implemented leaderboards api's, or dodgey ad networks, they need access to collision polygons, image points, the inner workings of Canvas and Webgl.
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Post » Sun Nov 08, 2015 9:06 am

Ashley wrote:It's actually the other way round: Diego is working on C3 with me, but I still do maintenance on C2 so it's not left behind.

Thanks for clearing that up. Seems like I was misinformed.

newt wrote:"C3 is not going to allow non coders to "make plugins".. that's the whole point of a plugin is to connect C2 (non coding) users to bodies of javascript that call on larger solutions like revenue generation that don't care if you're using C2 or Unity or Unreal.. they are just a service."

There's no reason for them not to make it so the users can create their own plugs using the sdk via eventing, other than the extra work involved.
It would be a huge selling point.

This is one of the main things I'm hoping C3 will achieve.

newt wrote:If someone was that interested in coding wouldn't they just move on to another engine?
Its really hard to tell that to a customer that just paid for a license, because a selling point was "no code".

There are developers who can and want to code, but they still stay with C2 because the engine fits their needs and the event system provides rapid development.
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Post » Sun Nov 08, 2015 12:26 pm

I agree it's bad that C2 doesn't have IAP support out of the box*. There is no sugar coating that.. Really most of the gripes probably would be resolved by just having C2 expand it's core plugins that should be considered part of the service. At the very least. Our other suggestions would introduce more work one way or another.

If you asked the average developer what services a modern mobile game would need and it would be:
- ads
- interstitials
- IAP
- rewarded video

IAP and Rewarded Video are the main ones that are entirely absent. I use the cranberry Admob just because I know it works, but I hear the native one does as well with mobile/cordova, I'm just not messing with a working plugin for now.

I do see what you mean about C3 internal plugins being a possibility. Could be interesting.

*Update. I'm told by Ashley that it does support IAP but I will tell you every attempt I've ever made to get it to work has failed. I use cranberry's IAP because I've been able to make an IAP work with it fully without weird error messages that don't seem to happen when I use the cranberry plugin. So in my mind I don't feel C2 works out of the box with C2 because it's never worked for me. I just tried since it had been awhile and I still don't find it working like it should.
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Post » Fri Nov 13, 2015 5:17 pm

Ashley wrote:The store used to have plugins for sale in it, but it promptly filled up with plugins costing £40 or more IIRC. I was very worried this would create the perception with new users that they would have to end up paying double or even triple the price of a personal license to get the features they wanted


I understand what you are trying to say here regarding high prices, but the flip side is people like me bought C2 thinking I could easily publish to mobile with monetization and social media sharing features included. My thought is if the good plugins that work cost $x, then that is the market. I would think it is better to let people know what it might take financially to get what they want then to leave them feeling frustrated....as some of us are now.

Leaving the plugin developers on the outside leaves us games developers unsure of which path to take. As an example, try to imagine what a developer thinks when he sees people talking about cranberry's facebook plugin or his admob plugin. My thought was "Why is there something being offered outside C2 that C2 offers out of the box?".

Again, I love C2 and I am plugging away to make it work, but @part12studios suggestion that we have a clean, well-defined path to mobile (with monetization) that we know works would be great.
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Post » Fri Nov 13, 2015 9:30 pm

As we can see most people want a number of things that are missing from the out-of-the-box C2

If C3 can incorporate all that (ads, in-app...) and use 3rd party open source tech to generate apks and ipas (you can then resign an ipa in xcode using command line tools), then C3 would be a big sell-out success!
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