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Post » Sun Feb 06, 2011 5:53 pm

Glad to read that :D hopefully atleast the windows standalone exporter would be free but it wouldn't hurt me if it's commercial/pay-to-have exporter anyway.
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Post » Sun Feb 06, 2011 6:38 pm

Ashley, I don't know if you saw my post at the bottom of the page a few pages back-- what are the licensing terms on the code in the Construct 2 svn on SourceForge? (Please forgive me if this is addressed somewhere else already.)
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Post » Sun Feb 06, 2011 6:42 pm

I'm rather impressed with C2 so far and can see it should have massive potential when more of the old features are implemented.

I'm just going to dive straight in with a question though - with the move away from DX, how feasible is it that someone may be able to develop and XNA exporter? Is it a complete impossibility?
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Post » Sun Feb 06, 2011 7:22 pm

[quote="mcc":3cb8hmyk]what are the licensing terms on the code in the Construct 2 svn on SourceForge?[/quote:3cb8hmyk]
The editor is GPL, and the exporters are BSD. They're different because GPL forces derivative works to also be open source, but not so with BSD, so third party developers can copy code from the HTML5 exporter for their own exporters and still sell their work.

[quote="executioner":3cb8hmyk]with the move away from DX, how feasible is it that someone may be able to develop and XNA exporter? Is it a complete impossibility?[/quote:3cb8hmyk]
An XNA exporter is perfectly possible. The exporter SDK allows for any exporter to be made regardless of the technology. The editor uses OpenGL, but that is isolated from the exporters - it has no effect on writing XNA or DirectX exporters. The engine keeps them apart so you're not forced in to using anything in an exporter or designing things a particular way - you can do what you want. Hence they are "modular" (entirely separate modules).
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Post » Sun Feb 06, 2011 7:36 pm

Sounding better all the time. Hope you can make C2 into a fulltime job after uni. That would bring a lot of confidence to the community if you can get donations or selling exporters. Happy to pay customer here.
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Post » Sun Feb 06, 2011 7:40 pm

Excellent, I'm glad to see how far you're taking that modular approach.

An XNA exporter would have massive potential to not only develop a lot of interest but hopefully give a lot more designers a chance to develop and publish via the XBLIG channel. Fingers crossed somebody gets to work on it! Although to be honest, the more export options available the better. For those of us not particularly versed in the science of programming there is still hope for effectively prototyping our ideas and now even developing those ideas into full software.

Anyway, great work and best of luck with the continuation of the project!
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Post » Sun Feb 06, 2011 7:56 pm

[quote="Ashley":a0hiw8cn][quote="mcc":a0hiw8cn]what are the licensing terms on the code in the Construct 2 svn on SourceForge?[/quote:a0hiw8cn]
The editor is GPL, and the exporters are BSD. They're different because GPL forces derivative works to also be open source, but not so with BSD, so third party developers can copy code from the HTML5 exporter for their own exporters and still sell their work.[/quote:a0hiw8cn]

Ashley, thanks. I ask because I am looking at the Construct 3 code and wondering about the feasibility of a Qt port (that is, I was considering attempting this myself at some point in the future) so that the IDE could run on Linux/Mac. This is possible so long as the license is compatible with GPL 2 or 3, so if you're using GPL to begin with then it is. Do you think any of the IDE code could be preserved in switching to Qt or is it all too bound to MFC?

Also: the split GPL/BSD licensing you describe makes a lot of sense-- it does seem though like this would possibly prevent, for example, copying OpenGL rendering code out of the IDE and into a hypothetical exe exporter? (I realize this may actually be desirable from your perspective if you are still interested in selling the exe exporter yourself.)

Another small thing. A note in one of the files mentions GPL 3-- will it be GPL 3 only, then, or will GPL 2 be also available? I ask because GPL 3 is severely more restrictive than GPL 3 in unusual and ambiguous ways. This can make people less comfortable with working with GPL 3 only code (I know one person who works at a major software company and is banned from even installing GPL 3 software on his work computer unless it has been cleared by the legal department, because they interpret GPL 3 unlike GPL 2 as placing some license restrictions on users of the product under certain contrived circumstances and the company wants to guarantee a random employee will not open them to liability) and can also prevent people from mixing GPL 2 and 3 code if the licensor of the GPL 2 code did not think to include the "or future versions of the GPL" clause.
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Post » Sun Feb 06, 2011 8:16 pm

While an XNA exporter might be possible, wouldn't it also require the support of Microsoft? You would think that they would require some sort of rigorous testing to make sure that any official Construct-XNA exporter wouldn't be buggy or insecure (i.e. insuring that it doesn't have the capability of injecting malicious code into your 360 and such). An "unofficial" exporter for homebrew stuff would be easy enough, but getting their consent to allow games made with C2 to be sold on their XBLIG channel would be quite a task, I'd imagine.

I don't really know how any of that stuff works though so... yeah.
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Post » Sun Feb 06, 2011 8:25 pm

I don't know much about the details either, but IG maker can export to XB. From their website:

"Completed games can be exported in non-Windows formats. One format available is the XNA Game Studio format for play on XBox 360 systems. Now games can be shared with even more players! A variety of screen resolutions are available to better suit the output format.

*You must be a member of the XNA Creators Club to enable play of games made using this tool on Xbox 360 systems."
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Post » Sun Feb 06, 2011 8:27 pm

[quote="mcc":4bgcvlai]Ashley, thanks. I ask because I am looking at the Construct 3 code and wondering about the feasibility of a Qt port ... do you think any of the IDE code could be preserved in switching to Qt or is it all too bound to MFC?[/quote:4bgcvlai]
It's pretty tightly bound up in MFC. You could recycle some parts, like the renderer and project model, but anything to do with UI will probably be tied up in MFC. It'd be tricky, but don't underestimate having all the algorithms and design sorted out - that should make it a fair bit easier than just going from scratch from the file format.

[quote:4bgcvlai]Also: the split GPL/BSD licensing you describe makes a lot of sense-- it does seem though like this would possibly prevent, for example, copying OpenGL rendering code out of the IDE and into a hypothetical exe exporter?[/quote:4bgcvlai]
Each source file has a license pasted at the top - and the renderer code is intentionally licensed BSD as well, for this purpose.

[quote:4bgcvlai]Another small thing. A note in one of the files mentions GPL 3-- will it be GPL 3 only, then, or will GPL 2 be also available?[/quote:4bgcvlai]
I'm not actually clear on the difference between GPL 2 and 3 - if someone can describe exactly why GPL 3 would be a bad thing for Construct 2, I can re-license it to GPL 2.
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