Ashley - Excellent contribution! Good note on the node-webkit as well. I will spend some time reading up on that today as well. I'm very glad that there are so many helpful and knowledgable people here in your forums... don't suppose there's a discount code for personal licenses per someone's birthday? Mine's is next Friday, heh.
Yeah, didn't think so. Don't get all awkward and silent on me, had to try.
Rich food for thought today people. I'm actively going to link my team/peoples to this thread as it goes on... I'm going to keep fooling around with the free edition but I can already feel the walls closing in on me, so to speak. It's not your fault, I'm just hesitant to spend "more money" on "programs like this" to discover their limits halfway through a project and have to abandon everything while I read up on alternatives.
Surely you know of "The Game Creators"? No good rat b-------... they put some of their game creation software on sale with a selection of model packs, and once I swipe the card and get it all downloaded, installed and updated, I discover that over half of the content bundled "is no longer compatible with the program" as of 8 updates ago. So, the tradeoff there was, "You can use the buggier, unstable older version of the program to fully utilize your purchase or update to the latest version and suffer through it's headaches while you gamble on buying model packs that may/may not work... ever."
Gamemaker Studio feels obtuse. It's very "small" considering, but what made it worth trying was the fact that it HAS been used in a handful of commercially-released, money-making games. It's a proven platform, even if it too has its limits.
Gamesalad... they want $300 a year or so, and if you're developing in Windows there seems to be a distinct disadvantage compared to developing on a MAC. Right there that's asking me to pick up a $2000 machine (I never buy entry level, that's my own fault there) just to experiment with something that ultimately releases heavily unoptimized gameplay experiences on it's target devices. It IS very easy to use however, and for web game experiences? Pretty straight forward. A lot of people will probably get a lot of enjoyment from it, but it doesn't do what I'd like it to do.
Construct 2 is where I've settled, I'm in love with the son of a bitch, but I want to "do right" by it. We've got the guts, creativity and (hopefully soon) the know-how to do something head-turning for Construct 2, but you look up at the history of horror stories we've had, you will see that "we spent a lot of cash and time producing titles and learning environments and have zero to show for it". It's put up or shut up time, and Construct 2 looks like it'll hold up its end of the bargain the more we talk about it.
I have no problem starting off with "retro" games as a test bed/experiment... but such a thing doesn't really flex the muscle here. Such a thing can get lost in the sea of similar "retro" games that are springing up all over the internet. Who knows? If our big game idea proves unfeasible, these may very well be the kinds of games we work on, but 1080p is still the target.
At this point I'm even leaning towards 720p to be honest... just how does Construct 2 upscale the image for full screen display? Can you just blow it up pixel-perfect, akin to playing the NES on a 65" widescreen display, or does it try to somehow "soften" or "smooth" the picture? That stuff drives me nuts. I'd much rather retain my pixels.
For now, my thoughts will go towards creating a web game I suppose. If we can stand out in the arcade, I know we can stand out in the real world as well. Does the free edition allow export for stand-alone PC titles? Or is this one of the features we're gonna have to buy upfront to test? (Raises eyebrow)