Construct 3 - many questions (native exporterts)

  • paradine - i use c2 because of simplicity and it's all i need (i love 2D games). that's first reason. 2nd reason is that my experience with directX programming is lesser. i could dwell into it for about 2-3 years and another 2-3 years of depth math problems with matrices and transformations to be able to build ONLY ENGINE (graphics) for a game. so yeah, it's a waste of time + i have no need for that. 3rd - i'm very good with desktop / mobile apps written in C# XAML/WPF and such, and web apps in Java. and 4th and last - i have a steady job and makin' games is my hobby - so i definitely don't have time to waste on what i mentioned in point 2. oh, and no 5. - today people use (let's say AAA games) already built engines that were developed by hundreds over a few decades (unreal, crytek, etc..) Oh want physics ? (havok) etc..

    the point of programming is not to do something, it's to do something right. you should really know some concepts of good programming that can be applied to c2's game building, though it's much more simpler.

    here's some help for you:

    https://en.wikipedia.org/wiki/Software_ ... nt_process

    https://en.wikipedia.org/wiki/Requireme ... activities

    https://en.wikipedia.org/wiki/Software_architecture

    https://en.wikipedia.org/wiki/Software_design

    https://en.wikipedia.org/wiki/Coding_conventions

    http://www.ibm.com/developerworks/websp ... erks2.html

    and more...

    once you dwell deep into this and understand all of it, and start applyin' it, you will see the difference in your programming / coding / eventing

    mcuh more clearer. oh yeah, also it's a rabbit hole with no bottom. i've jsut thrown here some links but i'm sure you can find much much more. don't get me wrong, i don't think you're stupid or something, i just think people need to learn this so they can understand stuff more.

  • I just see other engines which run smoother without all the hiccups, and skip-ups that C2 has had problems with. (especially on mobile.) I would like an Android native exporter.

    If C2 looks, feels, acts, tastes and behaves like native grade, then I will be happy. Very Happy...

  • saiyadjin has a very good point. Yes, there are performance issues with browser engines that are not our fault...but I think there are a lot of problems that simply stem from bad design, and a lack of understanding about what limitations mobile presents.

    I think a lot of that bad design stems from people thinking that, with C2, you can be lax about how you design your game, because the editor and the engine will take care of you.

    Well...it won't.

    A lot of people that they can build a full game as easily as a prototype.

    But...you can't.

    It's a lot more work. A LOT more work.

    You have to plan things out, organize your events sensibly, take notes, keep a changelog, modularize your logic to avoid the nightmare of WET design, make sane intelligible comments, keep those comments up to date (harder than it sounds), work out a consistent workflow for asset management, understand best practices for triaging bugs, understand common logic patterns, ...the list goes on...and on...and on.

    The difference: with 'proper' game engines, you have to know most of this stuff to get anywhere in the first place. C2 is more lenient, but because of that people end up with inefficient, redundant, brittle logic that is poorly organized and nigh indecipherable. This still works...until something breaks and they have to try and make sense of their hot mess.

    At this point the whole project generally falls apart, and there is rarely any way to put it back together short of starting from scratch...hopefully with a clearer vision of the goal, and a better understanding of how to put the pieces together.

    //Rant(ish)

  • I think a lot of that bad design stems from people thinking that, with C2, you can be lax about how you design your game, because the editor and the engine will take care of you.

    I'll second the point. I've made enough game and other programming goofs to know that good design means good programs, and even the best engine can't save a bad design from eating all the system resources.

  • I am active on scirra, unity and unreal engines forum and the topic "bad performance on mobile" is posted on all of them. And this is nothing exclusive to construct 2. Mobile is a very hard platform to develop games for. But it's just a matter of time until even the cheapest mobiles are powerful enough to run almost anything. So people just have to accept that native export will never happen.

  • Slightly off topic (but not in the context of native exporters), but does anyone have any experience with GG Maker?

    http://store.steampowered.com/app/34740 ... nated__103

    I know it's pretty much http://www.engine001.com/ and made by the same people who make RPG Maker (never used it).

    Claims to have a native android export and powerful visual scripting/event editor and all for a very low one off payment.

    You can download a trial from the enginee001 site.

    Would love to hear some thoughts on it.

  • paradine - you're right, it makes more sense to file a bug directly with NW.js. Have you done that?

    Ashley

    No, I have not.

  • mercedescolomar

    1. You should not advertise another product here in the scirra forum, this is just not nice! You can do this in a general game developers forum.

    2. I would never buy this from the people that make RPG Maker, because they sell this same software since 10 years (or more) without any updates. And special a software in the fast moving area of game development should have regular updates.

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  • Er...apologies I guess...

    Wasn't advertising, just wanted opinions.

    Although different engines and products are mentioned and referred to almost daily on these forums...

    Anyway, I had a play around with it and it's far from intuitive.

  • intel XDK and crosswalk 11 - it runs 40-45 fps on my mobile device.

    The newest Intel XDK and the newest Crosswalk - it runs 45-46 fps on my mobile device.

    Native APK - it runs 57-58 fps on my mobile device.

  • No android/IOS exporter no competition with clickteam fusion // Yoyo Gamemaker in mobile games develop. That is the truth. Sadly for fusion//gm, scirra got the best software to "design" games without coding.But people need export native code, no wrappers, sorry but html5 is not the future in game develop. You have the choice in the next version of Construct to defeat forever Fusion/Gamemaker/Stencyl etc..etc..etc..., I know it will be hard to program the exporters, but i think this is the "only way" or we never see a succesfully mobile game developed with c2/c3.

    XDK,cordova,etc..... are no solutions, and never going to be.

    C3 must have native exporters. That is the "only" feature of most people need.

    We want see a game in PS4 made with Construct and we want see a succesfully game for ios/android, ...

  • XDK,cordova,etc..... are no solutions, and never going to be.

    Those are solutions. Just not great ones. But it'll suffice (for now).

    [quote:2obc08j5]We want see a game in PS4 made with Construct and we want see a succesfully game for ios/android, ...

    You can actually can....kinda. From my testings so far, the PS4's browser appears to be the most capable for somewhat playing C2 games - better than the Wii U, XBone didn't even load. But of course, thats not any viable solution either. It has to be native - or something very close to it. And i doubt C3 will have it since it'll still be an HTML5 based engine.

    Folks need to start accepting the fact that unless Sony or Microsoft (and even Nintendo) opens their consoles to supporting HTML5 games (which they won't fully do), we will never see it happen the way we want it to. Current gen consoles have closed SDKs which are also under NDA so unless you can be approve to get yourself a dev kit, its not easy to get games running on those like the previous console gen. Companies that have engines like Unity, Yoyo Game's GameMaker, Crytek CryEngine, and Epic's Unreal have some sort of subsidy agreement which allow their users to publish to consoles - and thats only if the users are already approved by the console companies already.

    So yeah, it won't be simple. Just make the games. Get it done, get it good. Get it popular. Then you can talk to these guys like Auriel did with The Next Penelope. Or you can even chat up these guys too.

    And of course, there's also MonoGame if you want to go that painful route. But its free though!

  • Here is an edited version of your post that is pretty much exactly what people were saying in 2011:

    No Flash exporter no competition with clickteam fusion // Yoyo Gamemaker in games develop. That is the truth. Sadly for fusion//gm, scirra got the best software to "design" games without coding.But people need export Flash, sorry but html5 is not the future in game develop. You have the choice in the next version of Construct to defeat forever Fusion/Gamemaker/Stencyl etc..etc..etc..., I know it will be hard to program the Flash exporter, but i think this is the "only way" or we never see a succesfull game developed with c2/c3.

    HTML5,browsers..... are no solutions, and never going to be.

    C3 must have Flash exporters. That is the "only" feature of most people need.

    Obviously despite what some people thought at the time, the situation changed radically. Nobody ever complains about HTML5 performance on desktop, even though many insisted it would never perform well and was just a passing fad. The same is happening for mobile.

  • [quote:1i8icxfi]The same is happening for mobile.

    ... Maybe or maybe not. The future is ever changing like say Yoda... but... i can´t understand, if you and your company sell us a program, and we say that the program is very good and we like to have an android/ios exporter... What is the problem to sell us and exporter?... Is simple work/bussiness, nobody is talking about "free construct android/ios/consoles" exporter, people will pay much more for an android exporter in construct that an android exporter in "fusion", and I think you know that. You have the "product" sell before do it, is similar to a pre-made "crowfunding", You say in your forum that you are starting a proyect to do exporters for construct and need money, and me and other users put the money... And if in a future html5 is the best choice to mobile/consoles develop, nobody was hurt to have an exporter that is anymore useful...

    I hope this words don´t look at a criticism because they are not... is only one review of a user that like very much your app... Of course, is your app, and the future of your app is only in your hands. I hope that the future decisions will be so right like the past decisions....

  • Ashley

    I know MANY people who start with C2, then they earn 1000$-2000$ selling their games, and then they turn to another game engine because they need native export. In such cases you loose an opportunity to sell business license.

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