Timeframe for EXE exporter?

Discussion and feedback on Construct 2

Post » Sat Oct 29, 2011 4:11 pm

I would like to react on what VampyricalCurse said, because, in my humble opinion, there are a few misconceptions and misinformations there.

[QUOTE=VampyricalCurse]I bought the license on that understanding. [/quote]
There is a misunderstanding there for starters. In none of their communication has Scirra said that there would definetely be an EXE exporter.
There has been discussions, expectations and requests posted about it, and each time Tom or Ash expressed themselves about it they did in a conditionnal way.
And still, as soldjah stated in his previous post, such an exporter is not ruled-out, but won't happen any soon anyway (that for sure).

[QUOTE=VampyricalCurse]My computer is not that powerful, when I run simple HTML5 games, they lag, and that just makes it not enjoyable[/quote]
This depends on, as you said the computer hardware, but also on the software.
Atm, browsers still have a lot of updates coming before we can talk about a "stable/definitive" version of HTML5 being implemented. This means, there is still room for developpement and improvement there.
Also, apparently, some browsers don't do 2D acceleration (using graphic cards acceleration) in windows XP (source : r0j0hound's post).
On the one hand, it is sad and indeed a large number of people may still use XP. On the other hand it is computer evolution as it has happened since computer exist.
XP is now an obsolete OS (and I state this whereas I'm still using it) you have to realise that. If computer users want to keep up playing in good conditions, they have to evolve with the technology.
Same for the OS.
On vista (possibly) and 7, performances are here. And at worse, there is always the possibility of making the hardware evolve.

[QUOTE=VampyricalCurse]for example, PES 10 runs just fine [...]

EXE people and web games people, are very different. I'm the kind that casual gaming bores me to death. I would think attracting all kinds of audience it's a better deal than just one kind. [/quote]
Here's another misconception imo.
You give the example of PES and then "shoot" on casual gaming as being narrowing in audience size ?
It is the other way around in fact.

Web gaming allows more people to have easily access with little knowledge/actions (no installation process, no file configuration, dependencies...) to fully playable games in a software they already have installed.
Specialised/"hardcore" games (like your example of PES) are designed for "niche" audiences that "prepare" their hardware accordingly and are already involved/aware of the games requisites.
What I mean there is that the more casual the game is, the wider audience it may hit/be accessible to at first.
I will try a web browser of 1 Mo that will take 15 minutes of my time when I want as I want whereas I won't download 10+ gbs of PES which is a game I can't and don't want to devote time to. You may hit larger audience with casual, but niche will have a better retention ratio (as the games are meant to be designed for a specific niche audience).
Just a misconception/missuse of terms there, no big deal, I just wanted to make things clearer.

This is not really related to C2 anyway. I'm confident that with time and developpements from Scirra AND browsers company, HTML5 games will allow for great 2D (and possibly 3D with webGL (and silverlight surely :/ )) games.Kyatric2011-10-29 20:02:46
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Post » Sat Oct 29, 2011 5:04 pm

You can be fairly sure that an exe will happen, based on the fact that C2 is built to be able to do that without any changes to the program itself.
Yes it would suck if Scirra doesn't have a hand in that, but rest assured someone will take up that cause.
What you really need to worry about is: how good will that be, and how much will that cost you? Long story short, time is money.

One thing to think about is the advantages of having both. A mini version of your game to run in a browser, and the "epic" version on your pc at home.

Its all about the audience. One way to bring the casual players in, another to keep them there.
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Post » Sat Oct 29, 2011 6:56 pm

[QUOTE=Kyatric]In none of their communication has Scirra said that there would definetely be an EXE exporter. [/QUOTE]

I guess a lot of us misunderstood.

[QUOTE=Kyatric]You give the example of PES and then "shoot" on casual gaming as being narrowing in audience size?[/QUOTE]

I never said one audience is bigger than the other, I said it's a good thing to have both. Both are big audiences, and as yer post further proved it, very different from each other.

[QUOTE=SoldjahBoy]
If you want to make EXE games, then you should be using Construct Classic, especially at this point in time.[/QUOTE]

If it comes down to it, I am gonna have to, or just simply give up. The reason why I haven't tried CC, is cos I have heard in several places, that is not good with big projects. If someone could shed some light on this it would be great. Also, what are the differences between one and the other, besides the obvious (CC and C2)? As of this moment, I am at a loss on what to do. VampyricalCurse2011-10-29 20:38:06
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Post » Sat Oct 29, 2011 7:31 pm

The main reason anyone says that it's not good for big projects, is because it can have it's drawback if you lack experience with it.

You are more or less going to run into some problem or another, usually with the way something works (or doesn't work) and have to find creative ways around the problem. It is nearly always possible, and more often than not there are people here to help.

I guess, be prepared to do a little learning with regards to "what not to do", and you can really make anything.

Ideally start small, then see what can be accomplished. Maybe using CC as a learning platform may not be such a bad idea, since C2 works more-or-less the same way... it won't be "wasted training".

~Sol
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Post » Sat Oct 29, 2011 7:42 pm

Two questions regarding this topic:

1) Will a web browser be able to play a huge open-world RPG, over a gigabyte in file size, aimed at computers with a minimum of 512mb of VRAM on their GPU (which may even be raised to 1GB)?

2) Will these HTML5 games be possible to sell on the Steam store?

If the answer to both is yes, then I could live without an .exe exporter in C2. If the answer is no to one of them, I would need to know that an .exe supporter is coming in the future (in the next 2 years) to use C2 for my project. If the answer is no to both of them, what are you smoking to think that you don't need a .exe exporter at all? That would cut off a massive potential market.
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Post » Sat Oct 29, 2011 7:54 pm

Not to sound like an arse, but what I read in many of these comments basically sounds like: "This 20 pound product better let me make my epic AAA product to be sold on Steam, dammit! Also, yesterday!".

I think a little perspective is in order. Not to talk down on C2, it's awesome and a lot is already possible (the contest was a great demonstration of this), but it's still in early stages and the tech and support in browsers is a bit early, so to kind-of lock yourself in with an exe exporter would seem like an additional waste of resources, since it'd need to be updated and supported all the time.
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Post » Sat Oct 29, 2011 8:34 pm

[QUOTE=Somebody] Not to sound like an arse, but what I read in many of these comments basically sounds like: "This 20 pound product better let me make my epic AAA product to be sold on Steam, dammit! Also, yesterday!".[/QUOTE]

Just to inform you: My "product" is not AAA and it's free. It's just a big JRPG, that will weight quite a bit. I expect it to hit the 1GB mark, but not sure.

I have never talked down on C2, there's a reason I want to work with it, and that reason sure as hell is NOT that it sucks, even if it's only good for web games. But since it doesn't have an EXE exporter, then I cannot. Simple, no mystery.

[QUOTE=SoldjahBoy]
The main reason anyone says that it's not good for big projects, is because it can have it's drawback if you lack experience with it.

You are more or less going to run into some problem or another, usually with the way something works (or doesn't work) and have to find creative ways around the problem. It is nearly always possible, and more often than not there are people here to help.

I guess, be prepared to do a little learning with regards to "what not to do", and you can really make anything.

Ideally start small, then see what can be accomplished. Maybe using CC as a learning platform may not be such a bad idea, since C2 works more-or-less the same way... it won't be "wasted training".
[/QUOTE]

I suppose it wouldn't hurt to give it a try. It's just I am undecided if I should use CC or wait for something that may never come.
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Post » Sat Oct 29, 2011 9:00 pm

Well one thing for sure, if it comes, it will come in some time (a year, maybe two, nothing sure as stated before).
You could as well "make your hand" on some lighter project (sort of prototype/working project to show for once done) with CC.
What you will learn from it will be useful anyway in C2.

I also don't know what is your prior experience in game making but fact is that ambitious projects (like 1Go of datas by a single person ?) takes time, and 99% of them never see the light of day in the end.
Go progressivly with lighter versions in CC, raising the amount of mechanics/features and datas in CC until you hit said quirks and are forced to workaround them.

Sure the projects won't be compatible, meaning that if/when C2 has exe exporter, you will have to remake most of it.
But in the mean time you will have gained valuable experience and already founded a user base that will know and support your game.

I think it is the most reasonable choice in the end.


Another thing I think is that by the time you will have made 1Go of datas and put them in a working project, computers and HTML5 in general should be able to handle it, high bandwith internet connexions shall even be more available through the entire world.
It is your call that HTML5/C2 can't handle it, but I'm confident it already could.
The major problem would be the download time, problem that should be fixed if/when a "download datas for layout" (orsomething of the like) feature is added to the current HTML5 exporter.
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Post » Sat Oct 29, 2011 9:20 pm

[QUOTE=-Silver-]Will a web browser be able to play a huge open-world RPG, over a gigabyte in file size, aimed at computers with a minimum of 512mb of VRAM on their GPU [/QUOTE]
Wow. That's a crazy big game for a tool like Construct. It's so big, an EXE exporter probably won't save you. You probably will have to use traditional programming tools to pull that off as an EXE, it's definitely far, far beyond what Classic can do.

We aim for C2 to be able to make big games, but wow, I thought 100mb was about as big as anyone would ever get, ever.
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Post » Sat Oct 29, 2011 10:02 pm

I care less about exe than I do something like WebGL. I just want the best performance and features possible for whatever medium is chosen (in this case, web browsers).

More of this: http://lights.elliegoulding.com/

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