The grass isn't exactly greener over there...

Discussion and feedback on Construct 2

Post » Sun Jan 24, 2016 10:32 am

Thought some of you may be interested in this topic since its been a common complaint about C2 and performance or lack of on PC/NWjs...

This is from a game I've been playing recently.

It's a big top-down 2D survival action game (think an epic Ghost Shooter tutorial!) made with Unity:

http://steamcommunity.com/app/340490/di ... 880256998/

Note the dev mentions the exact thing we all encounter.

Luckily, recent NWjs builds no longer have memory leaks and performance is really good.

I'll be purchasing the business license upgrade sometime next month, thank you to Scirra and I look forward to starting more epic projects with C2 and later C3. :mrgreen:

ps. Hope we get some movement on PS4/Xbone consoles for html5/js support option soon!
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Post » Sun Jan 24, 2016 11:15 am

Yesss!!! They also have problems!! :P
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Post » Sun Jan 24, 2016 2:41 pm

When I first saw screens for it, I thought it was a C2 game.
Makes me wonder if they might benefit from an engine change....
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Post » Sun Jan 24, 2016 4:38 pm

it depends how you make the game...

I see a lot of example with a bad "coding" in c2...

for example: https://www.youtube.com/watch?v=hhzWUueYKUQ look my video
I tested my engine made by c2 (the donkey kong country clone) with a layout of 18000*5000 and 5400 sprite and works perfects. (the layout with a tilemap).

look simple the game, but has 1400 events and the sprite of the player has 22 animation if I remember...

every person has different logic to do something... the best way is the easy way... I see a lot of people when ask for something and they bad way to do it.

the same is for unity and others engine... the problem of the engine is when menage the resources very bad or laod something unnecessary for the game...

unity is good because you can export in native language and you can menage the memory better than c2
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Post » Sun Jan 24, 2016 8:10 pm

Silverforce wrote:Luckily, recent NWjs builds no longer have memory leaks and performance is really good.


What about the issues with saving that some people were having with newer builds?
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Post » Sun Jan 24, 2016 8:27 pm

@Ribis, you are completely right. Bad coding can create a lot of performance issues. I'm well aware as myself I did many mistakes as I've been progressing. Often the best solution is the simplest. Same for every other engine.

Although NW had several performance issues in the past, so far most of them seems fixed. Apart the minor issue of task not properly closing in the task manager which seems to be fixable anyways.
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Post » Sun Jan 24, 2016 8:48 pm

The main setback based on that page is the fillrate issue, which is indeed an issue regardless of whether the game is rendered in WebGL or Natively, the difference is that Unity can control your desktop resolution and so customers with less powerful GPUs (i.e. Intel integrated and so on) can change resolution in-game or at the start of the game without going into their desktop display settings (which by default might be limited to a minimum resolution that is still quite high). It's worth noting too that the game uses real-time "advanced 2D lighting", which would also strain any C2 game.

Also, Unity runs its C# or JavaScript for game-specific code on top of a native engine (if you're not using their HTML5 export), and that will always have at least a minor performance edge over non-native exporters/wrappers like NodeJS.

I can't personally confirm if NW is getting better, as upgrading beyond NW10.5 and C2 R126 causes new glitches and bugs that I can't afford to pass onto my customers on Steam, but it's good to know that others are getting performance boosts out of it.
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Post » Sun Jan 24, 2016 10:23 pm

Every engine has it's flaws, but still, it's good to see from time to time that even the big ones can and do bleed.
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Post » Sun Jan 24, 2016 10:55 pm

glerikud wrote:Every engine has it's flaws, but still, it's good to see from time to time that even the big ones can and do bleed.


I've also recently played another Unity game, Thea: The Awakening, it's made by ex-Witcher devs who went indie. On their blog, they hammered Unity for being bug-riddled, with new iterations breaking old processes or functions, they have to stick to an older version etc (NW 0.10.5 anyone? lol).

And the game hogs CPU like crazy, zooming out would cause major FPS drops even on beefy PCs.

But then I've also played Cities: Skylines and Satellite Reign, both made with Unity and both ran flawlessly. I didn't believe the games were made with Unity but it's true, they highly customized the engine to get it to handle such massive scope.
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Post » Mon Jan 25, 2016 8:44 am

Silverforce wrote:But then I've also played Cities: Skylines and Satellite Reign, both made with Unity and both ran flawlessly. I didn't believe the games were made with Unity but it's true, they highly customized the engine to get it to handle such massive scope.

And I believed they could do it with the base Unity engine.. Well, it's good to know at least. I just don't understand that how could Unity become the most popular engine if there are better alternatives on the market?
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