Timeframe for EXE exporter?

Discussion and feedback on Construct 2

Post » Wed Dec 14, 2011 3:14 pm

[QUOTE=FireLight]
Yeah same here, i doubt it will happen anytime soon but i guess if the EDK was made available there would then be more chance of it happening.

I am wondering why Construct 2 runs as EXE though which is apparently a redundant format. I quite liked it that way and the fact you could use it as a offline standalone, but with all of HTML5's benefits over EXE then C2 might be going fully browser based in the future by the sound of things.[/QUOTE]

It is doable as a browser based app, but then a license wouldn't make much sense. It would however, make sense to do it as a service.

Question is, how much would people be willing to pay, say each month?

Anyway, no its not a redundant format, just cant be distributed as easy.
Which makes perfect sense for an editor.
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Post » Wed Dec 14, 2011 3:41 pm

Input problems are a minor problem that can be relatively straightforwardly solved. That's not an argument for an EXE exporter! By default Construct 2 blocks the key press actions in the browser if there are keyboard events for it. So if you want to prevent scrolling add some empty 'on arrow key pressed' and 'on spacebar pressed'. That fixes the keyboard scrolling issue - we've automatically done that on the arcade which is why it doesn't scroll. Also, for accidental selections, the canvas uses the onselectstart="return false;" attribute, which prevents you being able to accidentally select the canvas. If you accidentally select other things on the page, you can easily prevent this by adding that attribute to the other elements. You can even add it to the body tag which prevents anything in the entire page being selected (but that might be annoying for the user). Alternatively fullscreen-in-browser games never have these problems.

So input isn't because HTML5 sucks nor is it impossible to fix and therefore we must have an EXE exporter; it's just a difference in the technology and if you know how to use it you can get it working exactly like you want.

Of course an EXE exporter won't come soon! I've been trying to convey just how busy we are - at times we've both been working 14 hour days for long stretches of time. I think you don't really understand how insane it would be for us to try and take on another huge project like the EXE exporter right now. It has to be pushed back out of pure practicality.

The editor is an EXE for a number of reasons, the main one being: the editor is literally orders of magnitude more complex than a game and that makes it much more painful to make in HTML5. If you're seeing pain points in HTML5, imagine those times ten for an editor in a browser. We think it's an interesting idea but HTML5 really isn't ready for that yet - but it's ready for games which are in comparison a lot simpler. Then there's other points like licensing, the tools we're familiar with, etc.

This thread is 9 pages long and still nobody's persuaded me anything that an EXE does better other than slightly better performance. HTML5 introduces some features that are very different to the "usual" web that most people are familiar with. The people designing HTML5 are deliberately designing it to be able to mimic native apps but in a browser. There are some quirks and differences (like the scrolling issue) but they are all solvable, or will be solved, since the tech is still being actively developed. An EXE exporter would be useful for high-performance demanding games, but there really is nothing else it does better for games! I know it takes getting some used to because it's a radical idea, but I really think it's true. HTML5 is better for you too, because way more people can and will play your game.
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Post » Wed Dec 14, 2011 6:40 pm

I can only speak for myself, but I don't think anyone has gone so far as to argue that html5 "sucks" because X reason. I brought up the input, 'not' as a pro for exe's but as an issue that needs to be recognized. It's cool that it's seemingly easily ammended, but if you hadn't pointed that out I'm not sure I'd have found that solution on my own. Or known how to implement it. I'm horrible with html/css and I struggle with editing my wordpress themes. I'd hazard a guess that there are a few more people like that.

An nice solution to that could be expanded export settings sometime in the future.

With the news that Chrome will be getting gamepad support (confirmed?), AND this https://wiki.mozilla.org/JoystickAPI I'd say screw exe exporter. Someone make a gamepad plugin! =)inkBot2011-12-14 18:42:02
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Post » Wed Dec 14, 2011 8:05 pm

[QUOTE=inkBot]With the news that Chrome will be getting gamepad support (confirmed?), AND this https://wiki.mozilla.org/JoystickAPI I'd say screw exe exporter. Someone make a gamepad plugin! =)[/QUOTE]

now you sir, said a mouthful.

if i were a 'smart' person, i'd already be on that.
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Post » Wed Dec 14, 2011 10:51 pm

Ppls, just create an exporter to Construct Classic and build the exported C2 project and voila, you have an EXE. Maybe its simple than create an exporter directly in C2.
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Post » Wed Dec 14, 2011 10:58 pm

Um, is that even possible?
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Post » Wed Dec 14, 2011 11:11 pm

@Ashley
Thanks for clarifying things about input.

Well i think this thread has no meaning anymore. I know very well the time that would take to make an EXE exporter. And currently the time is already full i believe :) Ashley and Tom are doing a great work and there's much more to do. Let's only hope that web technologies continue to evolve so that there will come a day when we won't need an EXE exporter at all. Or it all merges together, who knows. Win8 is taking the first steps with this.Kiyoshi2011-12-15 00:53:17
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Post » Thu Dec 15, 2011 6:26 am

This post it's a call on the thought that EXE is "slightly" better at performance then HMTL5.

Diversity is a good thing. And I knew the EXE wouldn't come for at least a year, and that's fine. HTML5 has portability (everything else it's all a point of view) over EXE, but EXE has performance over HMTL5, and I do not think it's "slightly" at all though. See, I have a computer which is not powerful at all for today's standards, but still, amazingly enough it can run games like [prototype], RE5, Alice Madness. etc. without feeling like it's struggling or chocking. These games are HUGE in size and also heavy on graphics. The HTML5 games I have seen, aren't big at all, in fact they are quite small. Yet, I struggle to run them on ANY browser, it lags, freezes for a few seconds and it's choppy. To this day, I could not play a HMTL5 game that runs 100% smoothly. So, is HMTL5 a format that leaves the old computers without a choice? Why is my computer having so much trouble running HTML5 but not heavy 3D games as EXE? Would these same laggy/choppy HTML5 games also lag as an EXE? I can tell you right now and quite surely, they wouldn't.VampyricalCurse2011-12-15 06:27:02
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Post » Thu Dec 15, 2011 1:53 pm

Yeah i can't deny that right now i'd much prefer an EXE exporter than the current HTML5. I'll tell why with a question: How do i make money with HTML5 ? Right now i don't. There's other things like shaders, blending modes, color tinting , but i hope these will be coming with WebGL. I don't like canvas like it is now. The faster we get free of it the better. If we will be going web, the way to go is full hardware accelerated content on it with full access to graphics card, no less.Kiyoshi2011-12-15 13:57:48
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Post » Thu Dec 15, 2011 4:10 pm

I too am hoping for a EXE exporter.

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