Some questions

  • I honestly don't understand what problem you have with the node webkit exe export then. If you don't care about the speed difference, and C2 can do almost all of what's relevant that CC could do, with almost all of the rest of it on the way, the games look and run exactly like other exes because they are in fact, actual exes that can be distributed on steam, what problem remains?

    * Node-webkit game weight

    * Different resource loading methods

    * Different scaling (or almost-fullscreen scaling) (html5, as i figured out can't stretch game to fullscreen with integer but without letterbox, you know)

    * Lags

    almost is a keyword here, you know

    Offtop:

    <font size="1">p.s. this engine is bugging me

    <img src="http://i.imgur.com/IUJRz6S.png" border="0" /></font>

  • Why not Perl?

    Why not PHP?

    Why not ASP.net?

    Comparing HTML5 and those technologies is just misinformation/ignorance towards HTML5 and web technologies in general.

    The technologies you quote are all server side, not really prone to graphical handling.

    HTML5 is executed directly in the end-user's browser taking advantage of modern graphic cards very much like native exe.

    Also, you're two years late on this discussion. We haven't had an HTML5 nay-sayer in that time since HTML5 has greatly improved performance/reach and function wise.

    And it is still improving every day.

    Good luck with your petition as well, but you're asking for something that's already in. Node-webkit is C2's exe support. It even supports Mac and Linux binaries, even more than CC supported.

    You're welcome.

  • Also, you're two years late on this discussion. We haven't had an HTML5 nay-sayer in that time since HTML5 has greatly improved performance/reach and function wise.

    And it is still improving every day.

    Good luck with your petition as well, but you're asking for something that's already in. Node-webkit is C2's exe support. It even supports Mac and Linux binaries, even more than CC supported.

    You're welcome.

    html5 should be used only on websites and in apps . Anyway, the reasons why node-webkit is not very good enough are above.

  • Also, you're two years late on this discussion. We haven't had an HTML5 nay-sayer in that time

    <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

  • It's not about the term "HTML5" - its about the technology behind this.

    And obviously canvas won't get lost some time soon. Actually the opposite is going to happen, canvas will be stuffed with more and more features as the standard grows.

    You cannot really compare HTML5/Javascript driven game engines to anything Serverside like PHP. PHP is meant to do something entirely different.

    Node Webkit does just fine, why don't you just try it and go see for yourself? There is acutally no real downside on this.

  • Node Webkit does just fine, why don't you just try it and go see for yourself? There is acutally no real downside on this.

    I've tried it and I don't like it. That's why I'm against node-webkit.

  • * Node-webkit game weight

    Pretty much irrelevant in this day and age with 1gb games and high speed Internet connections being normal. Besides, it doesn't really add that much.

    * Different resource loading methods

    I don't know what you mean by this. Both node webkit and native exes load resources from disk. Node webkit is actually more capable than CC here in that it's a simple matter to load stuff from the Internet as well.

    * Different scaling (or almost-fullscreen scaling) (html5, as i figured out can't stretch game to fullscreen with integer but without letterbox, you know)

    That's not node WebKit's fault. That's because of tiling and fuzziness problems when scaling pixel art to sizes that aren't integers (2x, 3x, etc). Rendering at non-integer scales like 2.1 will cause the same problems in a native game. I haven't worked with the integer modes, but as far as I know you can work around this by dynamically supporting screen sizes.

    * Lags

    You said you didn't care about the speed difference. If you're having framerate problems, it could be because your graphics card and/or driver is blacklisted and it's running in software mode, or you're trying to do too much with the CPU or GPU. Node WebKit's custom mouse cursor actually lags less than CC's did. CC will lag too if you tell it to do too much.

    almost is a keyword here, you know

    Again, the lack of feature parity with CC is not because of a problem with node webkit.

  • Best argument ever!

    I don't like it, so it's crap.

    Discussion closed, you won!

  • HTML5 is cool, yo.

  • Best argument ever!

    I don't like it, so it's crap.

    Discussion closed, you won!

    [/sarcasm]

  • I bought a C2 license a while back and never use it. I've tried to make some games and always run into some issue. Like it works in Chrome but not Firefox. Runs great in preview but fails when exported to the web. Today I load the game and it runs great... tomorrow I load it and it runs like crap. I really feel like HTML5 isn't ready for gaming.

    I also feel playing a game in a browser window is immensely unprofessional. "But you can press F11 and go fullscreen!" It's not the same. There's no desktop icon. Unless you create a link to a web page... yeah that's high-class. Other than emulators, I refuse to load a program (Chrome) to play a game ON it. Just... no.

    My feeling is that the people that play browser-based games are people that just want to click a link and play a game. They are not tech-savvy. They don't have the best machines, they don't even have Nvidia or Ati graphics. They don't even know what that is. So performance for these people is going to be terrible, and they're going to browse away from the game and find one that runs better.

    Then there's the NodeWebkit export. Just exporting a blank project is 32 megs. Not everyone has 2MB/s cable connections. I'm out in the woods using DSL and 32 megs takes a while to download. It's quite ridiculous to think that the 32 meg file you just downloaded is a picture of a circle jumping. That's it. 32 megs. Enjoy.

    So even though I have a C2 license, I make all my games in Construct Classic. I, personally, never experience crashes. The exported EXE files run fast even on crap computers. It's everything I need.

    *puts on his flame-retardant jacket*

  • >> I also feel playing a game in a browser window is immensely unprofessional. "But you can press F11 and go fullscreen!" It's not the same. There's no desktop icon. Unless you create a link to a web page... yeah that's high-class. Other than emulators, I refuse to load a program (Chrome) to play a game ON it. Just... no.

    It's a nice argument, there. But wait a couple years and we'll see.

    It's just a matter of time, and change in people's mindsets. It will happen. Today? Not, of course. But it will happen when more serious projects appear.

    Look at Chrome marketplace. Bastion runs inside a window. There are several games that do. As I said it's a matter of time.

  • I think 32 megas not are to much if we think can use in Windows, Mac, and Linux (and android with crosswalk). Also the Webgl 2 is in the way and make html5 better (this not really important but only mencioned because html5 is far to are abandoned).

    Construct2 is really the best tool I use (I use a ton of software (from the 11 year old to now 37 year, and make a ton of things)

    But that is my opinion and I respect your's

    thanks to all

    I not english and try to write the best I can.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I do have a suggestion in response to large file sizes for NodeWebkit exports...

    Why doesn't Scirra create a package installer similar to Java, or Flash, or DirectX? Download that from the web site, install it. Tada, that's the 32 meg download. Every C2 game you download after that will look for the installed package and use it. If it's not there, it can link you to the download. That should make the download of a typical NodeWebkit game merely the size of the resources it contains.

  • Rook: Other arguments from two years ago.

    Life has gone by since and Chrome and Firefox perform on the same level nowadays.

    Read Arima's previous answer about the drivers and stuff, since you are tech-savvy, unlike people who play games in browser according to you, you might find the way to finally fix your performance issues.

    Also if you had been following/learning to use C2 during those past two years, you'd know now that the browser plugin allows fullscreen without having to press F11 in a workflow that suits the users control scheme and allows for a screen title that looks very much like a launcher of so many "native" games.

    Concerning the size of the download, yes 32 megas is a lot for a "game" made of only a circle.

    But on the other hand, when I watch the list of the last games I've bought through the humble bundle, most of them are several hundred of megs.

    When I watch the list of the steam games I've installed, most of them are in gigabytes.

    A finished game in node-webkit would be several hundred of megs with the "overhead" of 32 megs which represent a small fraction of it.

    If you only play games that are a few dozen of megs, I'd think that it doesn't matter if you have a "gamer" graphic card because it's unlikely such a game will take advantage of it anyway.

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)