I'll pay $300, maybe more, for Construct 3

  • Fillrate is a good example of a common poor-performance case that will be no faster at all with native exporters.

    I'm not advocating for native or anything but isn't fillrate affected by screen resolution too? A native exporter wouldn't need to scale everything up to fit device/desktop resolution.

  • I would consider paying more than C2 if we have :

    1. Solid "UNIVERSAL" Ads and IAP plugins in place. Right now monetizing our games is a nightmare, we have to run behind Plugin developers for every single issue.

    2. Support for making Isometric perspective games including map editor, path finding. Elevation (slopes/upper floors)

    3. Animation screen to tweak frames per second and see the result instantly , rather than having to run the game everytime

    4. Native(C3) support for Dialog box system (Message box, Popup, Input box) where we can assign our own sprites(background and buttons) and call them in a single line of code. Currently we have stitch together number of small sprites to build various popup screens. Managing the Click event for each button and handling Visible/Invisible properties becomes a nightmare after a while!!

    5. Inbuilt function that automatically tells me if users is on a Touch Device or PC with Keyboard and mouse. This will help us decide if we need to show users instructions for Touch or KB/Mouse (if on PC).

    6. At runtime, allow us to DESTROY/Flush out assets from Layout that are no more needed so that some memory is cleared. I know C2 loads all the graphics into memory when a Layout is loaded. But often there are sprites that are no more needed after certain time. Eg: I show users set of instruction of a large Popup box that will appear only first few time. After that it doest have to appear anymore, in this case I should be able to tell C3 to remove these sprites from memory.

    7. Native support to create and test Font Sprites

    8. Universal Leadership and achievement board plugins for all major platform (Android, iOS and Windows)

    Again, I love C2 so much.. I might end up buying C3 anyways

  • so if you make a 640x480 game, you think native will magically scale it to let's say fullHD screen res?

    haha... good luck with that

  • so if you make a 640x480 game, you think native will magically scale it to let's say fullHD screen res?

    haha... good luck with that

    Have you heard of the phenomenon called switching resolutions? You know the thing that computers have been able to do since the 80's and before probably?

  • Why did I have to bring up Native Exporters..... WHY?!?!?

    Anyways, nah it's cool. I do understand why it's not gonna happen and I'm fine with it.

  • erekt - what's native export got to do with switching resolutions? it's a engine thing, not a exporter feature

  • Tbh I don't know enough about html5 to know whether lack of resolution switching is an html5 limitation or a nwjs/crosswalk/etc limitation. I just assumed it was the latter.

  • Low resolution fullscreen mode basically does the same thing as switching resolution. The only difference is the last stretch to the display size is done by the GPU (which is typically very efficient at that) instead of the chip in the display hardware. It also means you can control the sampling between point and linear, which means you can keep pixel games looking crisp where monitors typically only use linear sampling for the last stretch. So I really don't think it's a big deal if you can't change the hardware resolution. Even if you still really wanted to, you could probably find a way to write a plugin to do that in NW.js. (I don't think I've ever seen a mobile device change resolution!)

  • How about a nice alternative to the current method of pinning objects ? Maybe in a seperate editor. Drag in all the component parts, place the pins, save all the data and reference all the objects as one when creating the object via events. Like a container but with the pin info.

  • How about a nice alternative to the current method of pinning objects ? Maybe in a seperate editor. Drag in all the component parts, place the pins, save all the data and reference all the objects as one when creating the object via events. Like a container but with the pin info.

    And the pins could have different joint types, with limited angle of motion, or piston-like pins, things like that...

    like box2D and spriter, but with better editor integration.

    Sounds like something in construct 3, since we'll be able to hook into the editor.

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  • > How about a nice alternative to the current method of pinning objects ? Maybe in a seperate editor. Drag in all the component parts, place the pins, save all the data and reference all the objects as one when creating the object via events. Like a container but with the pin info.

    >

    And the pins could have different joint types, with limited angle of motion, or piston-like pins, things like that...

    like box2D and spriter, but with better editor integration.

    Sounds like something in construct 3, since we'll be able to hook into the editor.

    Well certainly any form of visual construction would be better than the current method.

  • How about a nice alternative to the current method of pinning objects ? Maybe in a seperate editor. Drag in all the component parts, place the pins, save all the data and reference all the objects as one when creating the object via events. Like a container but with the pin info.

    Speaking of Containers, I'd love to be able to create and move things in/out of Containers during runtime. We can't do that in C2 can we? I'm not sure as I type this...

  • A related note about C2 and C3: The thing that I enjoy the most about using Construct is that fact that I cannot write code. Yes you heard right, I said I'm happy I cannot code. As a veeeery old school coder, 30+ years, I have a passion for writing, re-writing, writing, re-writing my code until it's refactored down to it's most minimal and beautiful perfection. I love doing this sooooo damn much, it actually prevents me from finishing projects! With C2/3 I do not have that problem. I now find myself actually a few dev days from finishing my first multiplayer game project simply because I'm not hampered by my refactoring obsession. I definitely do rethink and reorganize my Events, Groups and Sheets a little more than I should probably, but it's not really slowing me down much.

    So +10 to Construct 2/3 Events system and UI helping me get past my refactoring obsession and actually finish building something

  • A way to make plugs using events would be very welcome.

    Id pay extra for that, even if it was a separate editor.

    Only if it were Scirra official that is.

  • A way to make plugs using events

    I'm not sure what this is. Can you explain briefly?

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