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Discussion and feedback on Construct 2

Post » Thu May 23, 2013 7:50 am

They Said that once purchased I cant get my money back unless the software is broken. :-) Let them keep my money, They sure wont get any more from my company.
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Post » Thu May 23, 2013 8:22 am

@cmilian,

Yes I did consider GM (very briefly), but you're right it's far too expensive!

Anyway, welcome to the wonderful world of C2!
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Post » Thu May 23, 2013 8:25 am

@cmilian Sad to hear they won't give a refund, but at least it gives you more options while making games in future, although I do believe you'll enjoy Construct 2 much more
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Thu May 23, 2013 1:02 pm

@cmilian Sad to hear this, I hope that Construct 2 one day, will compensate for that (aka: that you will gain more than what you spent)
https://www.scirra.com/forum/viewtopic.php?t=152506

And that is why you shall respect the bug reports guidelines, not only giving a capx is making the bug reproductible in one click in a situation they can work with (less time wasted trying to reproduce vague instructions) but also it helps filtering false positives.

Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu May 23, 2013 9:02 pm

I'm really not surprised. That's pretty standard software sales practice. Often once the license is issued, it's not so easy to take a license back. Not unless it was written write into the sales code.
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Post » Thu May 23, 2013 10:58 pm

YoyoGames has very shoddy customer service.

I used Game Maker for years, even doing my senior project using it. But everything changed when Mark Overmars handed it over to YoyoGames. Their initial license system was glitchy and only allowed one install. Back when licenses cost $20, they overcharged me. The receipt said $20, but my PayPal account was charged $25. PayPal confirmed this extra $5 came from the price of the unit, not from any extraneous fee. I submitted a support ticket to Yoyo (who then forwarded me to Softwrap), but never got a response.

I also wasted so much money on re-buying licenses because of their glitchy license distribution and the requirement to buy a new license for every update to the software, such as the time I bough the 8.0 license only for them to release 8.1 a week later and give me little to no chance to transfer my license over.

When YoyoGames announced a new suite of GameMakers for different platforms, I figured it was time to move on. With all the times they mishandled my licenses back when they cost only $20-$40, I rather not risk them doing the same when licenses cost hundreds of dollars.
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Post » Fri May 24, 2013 4:53 am

Ignoring money, both GM and C2 can be equal performers, with everything depending on the ability of the developer. But for the money that it's worth... yeah C2 is a better bargain.
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Post » Fri May 24, 2013 5:57 am

[QUOTE=rosareven] Ignoring money, both GM and C2 can be equal performers, with everything depending on the ability of the developer. But for the money that it's worth... yeah C2 is a better bargain.[/QUOTE]

Indeed! There seems to be a lot of hate for GM on this forum, but the truth is that they are both great tools and have their own inherent strengths/weaknesses.

I started out with C2 at the end of last year and I ended up getting so frustrated with poor performance on my platformer that I ended up buying a pro GM license a few months ago. Currently I am developing several games in both applications, so am quite aware of the pros/cons of each.

GM kills C2 in the performance stakes, since it does native exports. It also benefits from having features such as paths, timelines, scripting, per pixel collisions, debugger, SVN , etc. Wheras Construct is much faster to use and has a more elegant workflow/gui with a nice layering and events system. While using the event sheets is great, at a certain level of complexity I would much rather be scripting it!

And if C2 had native exe export I probably would have never even tried GM! This is why you are paying so much more for the full studio version of GM, as the standard and pro versions are actually cheaper than C2. YoYo have many more devs than Scirra and most likely most of them work exclusively on the exporters. I would be more than happy to pay an extra few hundred for an exe or apk native exporter for C2!

For my projects that will be aimed at the desktop/mobile/Ouya market I will mostly use GM and for the web I will use C2. For non-web destinations, C2 is too reliant upon 3rd parties which is too much of a unknown for me at the moment. HTML5 for games will certainly be viable for games in the coming years, but if you want decent performance on older machines and mobile, it just isn't there yet IMO.

As always, you need to pick the tried and true tool for the job. Like the saying goes...If the only tool you have is a hammer, then every job looks like a nail...
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Post » Fri May 24, 2013 3:17 pm

Nice points zendorf. I'm neutral with GM because I know it is a tried and true engine and it's just my personal taste that I decided against GM. Nothing can yet be said for certain with C2 because everything about C2 is new, even its philosophy is to be ahead of the technology at the time of this discussion. That adds up into a lot of uncertainty compare to GM which conforms to current, tried and true technology.

Like you said, C2 relies a lot on third party technologies, which themselves are new as well. Until HTML5 is more stable, we continue to be in an experimental age right now with C2, and it's up to all of us to either push this to be the next norm or keep this as a toy.

With that being said, arguing about what the future is going to be like for these game engines is moot and the only way to find out is to use whatever works. C2 let you do something complex for other engines in a day? That's great. Feel better off to write scripts for a mechanic than endlessly drag-dropping bunch of objects and events? Go for it. Stick with one engine, use several engines, doesn't matter. Our actions over time will tell what will work for the next generation.
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Post » Fri May 24, 2013 7:49 pm

[QUOTE=zendorf]I would be more than happy to pay an extra few hundred for an exe or apk native exporter for C2![/QUOTE]
Really? Construct 2's desktop exporter using node-webkit outperforms our old C++/DirectX 9 renderer. I genuinely think Construct 2's performance is comparable to native engines, and will be on mobile as well as soon as WebGL arrives (which should be here very soon via CocoonJS).
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