unity ios/android exporters free until apr8th

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  • title says it all:

    http://store.unity3d.com/index.html

    <font size="1">as a side note, there will eventually be a unity plugin for Spriter[/plug]</font>

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  • This is huge. Amazing. Never expected this to happen. Time to start Porting my games. <img src="smileys/smiley10.gif" border="0" align="middle" />

  • Well, I got it a few days ago. Twice. <img src="smileys/smiley4.gif" border="0" align="middle" />

    It's the free edition, with not so severe limitations for us small developers.

    Unity 3D and Construct 2 go well together, in my opinion.

    Every Construct 2 user should take advantage of this move by Unity.

  • Can html5 be imported? So, probably a long shot, but could we import the html5 game and then export as android native?

  • Thanks for the heads up!

  • So, stupid question, but do they expire on that date or can we keep using them for free after that?

  • My guess is that they'll stay for free. It always puzzled me that they had a free version and a very expensive pro version, but nothing in-between.

    Not complaining, of course. :) I chew my way through all the features at a snail's pace, and there is plenty of stuff that is still completely over my head.

  • If they're indeed free after april 8th then that is fantastic news

    Thank you for sharing <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Can html5 be imported? So, probably a long shot, but could we import the html5 game and then export as android native?

    No, as far as I know it's not possible, but in a previous thread about the possibility of creating a c2 cap converter to another format, a Unity readable format was always the ultimate platform I had in mind. It would solve all the exporter wishes for C2 in one fell swoop, and the Unity ease of use problem. Unity is not some horribly difficult to use platform, but Unity is not C2, not by a long shot. Unity makes it possible for one person or a small group to make games. C2 makes it easy for one person to make games. Unity enables. Construct inspires.

    In this thread I show as an example/proof of concept, that by limiting the actions/conditions/expressions and objects you use, it's trivial to make something that reads from C2 xml and converts them to a target language(in this case, construct classic SDK flavored c++). Unity has several scripting languages available, javascript being one of them, as well as a C SDK to make plugins(for instance Unity analogues of Construct2's plugins).

    In the end, perhaps only a handful of plugins might be possible or worth translating, and the actual translation process would probably even necessitate some minor annoyances. Maybe you would have to import all your images into a unity project, and give them object names that correspond to your C2 project, or something of the like, and maybe load a special template C2 project to prepare unity to receive the translated script. Also, using this method, at edittime you would still be using C2's current renderer, and clicking the preview button would still give an html5/webgl preview.

    I know a few are probably a little tired of hearing it from me, but just in case there are a few other coders who are interested, I'd like to reiterate that this is a project I'd be interested in pursuing at some point. So just to put this in perspective again - I don't mean to make something that can translate everything, just a subset of C2's features. Each object and/or behavior would have to be handcoded into the translator. But imagine if in C2, you could make a cap that uses no behaviors, and only the most important actions from Sprite, Text, Mouse, and System. Then imagine being able to export to Unity's list of platforms: Unity Web Player, Flash, iOS, Android, PC, Mac, Nintendo Wii, PS3, and XBox360.

  • got android exporter for free, but again i imagined myself pay 500$ and still unable to remove unity splash from my apps and many extra features prevented and only for 1500$ pro version, i will be really mad on them, but as got it for free still i think making game using 500$ exporter make your work in my opinion look less professional (and limited with features)

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