Construct Classic is "officially" dead?

New releases and general discussions.

Post » Fri Feb 03, 2012 10:40 pm

Hello guys.

Recently, I started to think that Scirra Construct (I still remember those good days when it was so named) as the Open Source ptoject does not interest anyone.

So, I would like to ask a very important question "why is this happening?"
Why is nobody interested in further development of Construct (Classic)? Why no one wants to work just for the great idea?
I mean the idea of creating a High Quality Open Source Game Maker for everyone. This is just because some people are only interested in making a profit? Or maybe we just don't have people who can do this?

Personally, I think that Scirra Construct needs to be "reborn" in new form. For example, it may even be a new game maker, new community, etc.

What are your views and suggestions on this?
Or maybe no one cares about this situation?Qwary2012-02-03 22:43:41
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Post » Fri Feb 03, 2012 11:08 pm

It's far from dead, it's just that the people working on it are pretty busy. Still, I think an update will be coming in the next month or so (to r2 from current r1.2).

The main reason no updates are coming through as fast as they used to is because it's now in a condition where it can be used to make fully featured games. Sure there's some bugs and workarounds that are needed, but Construct Classic is ready for making almost any (2D) game you want with it.

If you look at all the plugins and effects members have contributed on the forums you'd find that there really is a lot of content that's been made, and it might be that people are busy using Construct Classic instead of improving it so they can.

Don't worry about Construct Classic, it will never die out because it's still the most powerful 2D game creation tool around, and it's still free and open source.
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Post » Fri Feb 03, 2012 11:18 pm

*sigh*
this is like the 80th thread/post like this

not your fault, I know.
no, it's not dead. I and others have completed the next version. here's the changelog:

Ashley is the only who can build CC, and he's very busy with C2, being the sole developer for that.

there was a problem with the original attempt at building the next version, and after the rebuild, I requested a second rebuild when I found a problem with one of the new features. Ashley had just reformatted his machine, so this required him to setup all the CC building software/configurations.   I suppose that Ashley has been busy since then. I would say to expect it any day now, but in previous threads, the word "soon" or the words "any day now" have received a less than favorable response, as they have been tossed around since late november.

So in all honesty, I have no idea when it will be released.   However, Ashley has repeatedly assured me that as soon as he has the time he will release it, most recently on January 23rd. Also, on the "not dead" front, I've already begun the changelog for R3(still very tiny).

I don't require money to continue developing or wanting to develop construct classic, however there is a fundry account for construct classic to request new features/fixes, that would definitely be a good motivator to add or fix things. As I've recently switched over to full time development, so, like Ashley, I need to focus on work that has the potential for profit, though I still try to make time to do the CC thing regardless. If anyone decides to go the fundry route, I will say that while all of the(3 or so) people still developing CC, only one of us(rojohound) owns the Prof-UIS library required to make changes to the IDE(the editor) itself. The rest of us can make changes to the runtime, and to plugins.   

There's been one fundry request thus far, and a single contribution to an animator I was working on, but it's planned as a commercial project, so I can't use the fundry for it.

so.. just wanted to reiterate - CC is NOT DEAD.
the R2 changelog is comparable in size to the R1 changelog, and work has begun on the version after that.

thanks for your interest!lucid2012-02-03 23:31:53
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Post » Sat Feb 04, 2012 12:45 am

[QUOTE=Jayjay]
Sure there's some bugs and workarounds that are needed, but Construct Classic is ready for making almost any (2D) game you want with it.[/QUOTE]
Current functions is enough to create a simple games, but not enough to create a serious, complex in structure 2D games.

lucid
I understand what you mean. It's so obvious. But the project is being developed too slowly. And in any case this is not the best way of development. Therefore, it's could be described as a kind of "death".
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Post » Sat Feb 04, 2012 1:12 am

It's still (technically) in development, people still care about its development, it's still capable of making "serious", complex 2D games, it's still the same old Construct. Yeesh.

What is it you want to see in CC anyway? Maybe instead of that ^ you could elaborate on features and/or changes you and your project may benefit from? There's probably a chance some of your suggestions may make it into the next build.

"Personally, I think that Scirra Construct needs to be "reborn" in new form. For example, it may even be a new game maker, new community, etc."

It was.
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Post » Sat Feb 04, 2012 1:25 am

[QUOTE=Qwary] [QUOTE=Jayjay]
Sure there's some bugs and workarounds that are needed, but Construct Classic is ready for making almost any (2D) game you want with it.[/QUOTE]
Current functions is enough to create a simple games, but not enough to create a serious, complex in structure 2D games. [/quote]
while some of the most exciting projects are still in development, I'd say you're completely wrong on this point. Cc is more than functional and powerful enough to make any 2d game. loot pursuit, yokai, my mantis demo, zotged/daiz's unnamed(?) title, minitroid, towerclimb, and many others look as good as if not better than alot of(most) toptier 2d games, definitely good enough to compete with steam's indie 2d offerings. It does all the dx boiler plate code for you, as fast as can be expected. Over 1000 sprites on screen each moving and detecting collisions without slowdown, pixel shaders, distort maps....I completely disagree with you on this point. I can't think of a single 2d title that couldn't be done in cc, aside from multisprites as seen in Shank and CastleCrashers and skinned bone multisprites as seen only in Rayman Origins, though both of these features will be available soon(the former sooner than the latter) upon release of/eventual update to (shameless plug) Spriter.

[quote=Qwary]lucid
I understand what you mean. It's so obvious. But the project is being developed too slowly. And in any case this is not the best way of development. Therefore, it's could be described as a kind of "death".[/QUOTE]
I think as Ashley gets further into c2, and more used to CC releases, it would only speed the process.   In any case, anyone who wants to join up and help is free to.   If you know c++, its very easy to work with the sdk, and make changes. I disagree with you on this deadness as well. A completed release awaiting building, and another begun before it's even released is far from death. Also, shameless plug here, but when spriter 1.0 releases, it'll be coming to CC first, and I think that will breathe new life into it, let alone when the c2 plugin comes out, and people can create assets that load in html5 and cc exe's, opening the possibility to have an experience shared between the web and desktop.

Not to beat a dead pony, but I just want to reiterate the first point again. Cc is THE most powerful 2d game creator, and the easiest to use, a too-good-to-be-true combination. Mess around with it, ask around in the forums, and save frequently, then see if you can find a single limitation keeping you from making the game you want.lucid2012-02-04 01:40:44
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Post » Sat Feb 04, 2012 1:53 am

[QUOTE=Qwary] Current functions is enough to create a simple games, but not enough to create a serious, complex in structure 2D games.[/QUOTE]
I disagree with that. All the features you get with CC are particularly suited for serious, complex structured games. The powerful and fast ACE, the groups, the includable event sheets, the function object, arrays, hash tables, pixel shaders, the fabulous workhorse 's', and hardware accelerated DirectX 9 graphics, that beat any flash game in terms of speed.

I will soon post an example cap that features a music sequencer (well, the code for it and the functionality, no fancy graphics) - completely driven by 's' and the function object and even running autonomous. Yes, it is not a game. But it is highly complex.
Also, I'd call something like thumbwars (was it the correct title?) a complex structured game, as well as some of the games already posted on these forums. Just open your eyes, you'll find enough evidences to proof CC's capability to do complex structured games.

Maybe you mean you can't do complex games right out of the box? Then you're right. But there's no tool in this world, that can do this for you. You need time, you need to manage everything smart, you need to fight against your weaker self from time to time - but CC is always with you.
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Post » Sat Feb 04, 2012 7:15 am

[QUOTE=Tokinsom]It was. [/QUOTE]
What do you mean? HTML 5 games, new design of forum with achievements, etc. That's not what I expected.

[QUOTE=lucid]Over 1000 sprites on screen each moving and detecting collisions without slowdown, pixel shaders, distort maps[/QUOTE]
Everything is relative.
Over 1000 sprites (512x512) on layer with 5 shader effects, and you'll see a drop in performance. About the numerous bugs of physics behavior, I generally keep quiet.
When I see 60 fps in big 3D games with large (high resolution) textures, DX11 and 10-15 fps with DX9 and 5-6 shader effects in 2D Construct applications, it makes me laugh.

[QUOTE=lucid]loot pursuit, yokai, my mantis demo, zotged/daiz's unnamed(?) title, minitroid, towerclimb[/QUOTE]
I've seen it all. It did not impress me. Too corny.

[QUOTE=tulamide]Maybe you mean you can't do complex games right out of the box? Then you're right. But there's no tool in this world, that can do this for you. [/QUOTE]
I'm talking about simplifying creation of more complex processes. Construct has already taken the first steps in this direction. I mean the idea of visual programming. There's so much that can still be done.
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Post » Sat Feb 04, 2012 7:42 am

[QUOTE=Qwary] When I see 60 fps in big 3D games with large (high resolution) textures, DX11 and 10-15 fps with DX9 and 5-6 shader effects in 2D Construct applications, it makes me laugh. [/quote]
What makes me laugh is how comparing two technologies of 10 years of age difference is relevant ?

How come you can't do everything in windows XP like you can in win7 ?
That's the same kind of question/remark/comparison and heresy.
=> 10 years of development, 10 years of technology, 10 years of improvement of the computer gear and the worldwide spread of those.

[QUOTE=Qwary]There's so much that can still be done.[/QUOTE]
That's true. As Lucid said feel free to pick up your C++ compiler and help the CC community out.Kyatric2012-02-04 07:43:43
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Post » Sat Feb 04, 2012 7:50 am

[QUOTE=Qwary]
[QUOTE=lucid]loot pursuit, yokai, my mantis demo, zotged/daiz's unnamed(?) title, minitroid, towerclimb[/QUOTE]

I've seen it all. It did not impress me. Too corny. [/QUOTE]

Harsh Qwary, some of those games are absolutely impressive! I havent seen them all but look at the yokai vids on you tube of the movement - or loot persuits take on the turn based combat.

Im not sure who made this: http://www.youtube.com/watch?v=bNmBGXaURx4&feature=related

Lol, take back that comment sir! :)GenkiGenga2012-02-04 07:53:56
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