Petition to include built-in exporter/compiler in Construct3

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  • Jayjay, You've actually noticed a performance increase? I find that a bit surprising, though I'm sure it's because you use the advanced features of C2. I have had to work around some of C2's limitations to make map creation, storyboard editting, and visual scripting possible in my game, but performance is still top-notch on my crap laptop. So, there's ways around things in C2, it's more a matter of whether you find your time well spent making work arounds. In my specific case, it is, because I can easily add new functionality using the easy interface of C2's event sheets and the level of control over Behaviors.

    I've ported my first map and some gameplay functionality over to UE4 though, and there isn't really a performance difference. But I'm running 60FPS either way, so that really doesn't mean anything at all.

    Though, I really do think it's a good idea to bring a 2D game to a 3D engine. That's why I'm making the fist BSH in C2 (so I can get it done quickly), and the next, BSH 2 is in UE4. The UE4 version is basically just a 3D adaptation of the 2D game, rendered with my pixel art shader. It's super pretty! All the maps from the previous one will be in the same format, so it will just convert it all to 3D. The main focus of this game is sandbox/multiplayer, I think it's important to be backwards compatible.

    I still support C2 for 2D games though, and will probably use Construct for the rest of my friggin' life. Lol

  • Jayjay I'd say we're getting triple the performance out of Unity and we're doing twice as much as we were in the prototype. More AI, more effects (there are no "advanced features" in the c2 prototype, it's straight out art and built in behaviors). And there is no way to do what I did in the prototype wrong. It's super simple (based on the pro tutorials in the forums and ~30 years of coding exp.).

    But that's not why we're using Unity now. I lovvvvveeee the simplicity of the C2 user interface. I prototype the shit out of stuff in it. We switched because of exporting to console.

  • Finally can show a small portion of our experience so far:

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    <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">
  • Jayjay Your game looks great! The title/logo is a bit hard to read for me though.

  • Burvey thanks! and yeah, I think it's made a bit harder to see due to the black background, will keep it in mind for future videos!

  • Jayjay this looks pretty awesome. I like the artwork and player animations. I think I'm seeing a Ghosts and Goblins influence there in the character animations?

  • So after days of figuring out I needed to use a different version of the InAppBrowser plugin and finally getting a successful build today I used the exact same settings on a different capx file configured right aannnnndddd

    BOOM! BLACK SCREEN AGAIN!!!!

    Scirra please, please, please, please,

    PLEASE

    consider creating native exporters. This whole

    XDK BS is a NIGHTMARE..

  • So after days of figuring out I needed to use a different version of the InAppBrowser plugin and finally getting a successful build today I used the exact same settings on a different capx file configured right aannnnndddd

    BOOM! BLACK SCREEN AGAIN!!!!

    Scirra please, please, please, please,

    PLEASE

    consider creating native exporters. This whole

    XDK BS is a NIGHTMARE..

    From what I understand Scirra will never create native exporters. But they are working on their own wrapper solution that is an alternative to xdk

  • damainman, I guess it really depends on the game how performance varies. In my case, performance when handling a lot of instances at once isn't a big issue, because it's just an action platformer outside of multiplayer, and then inside of multiplayer it's a limit of 16 players, 4 vehicles and 16 map items (Weapons, explosives, kinda like in Smash Bros). So, the only performance heavy things my game is handling is via multiplayer. I use hardcore compression for all of the graphics, so that's not a worry either. That's also the case for the UE4 version too, because I want it to perform well on literally everything.

    I totally understand the interest in consoles, that's why I'm moving to UE4 for my next side project after Jell.io, GIRID, I might call it, would be a simple RTS Tower Defense game. I want to cash in on the plausible success of the Switch, though.

    Jayjay, Your game is beautiful and really gives me some Ghosts and Goblins vibes. Give me more. XD

  • So after days of figuring out I needed to use a different version of the InAppBrowser plugin and finally getting a successful build today I used the exact same settings on a different capx file configured right aannnnndddd

    BOOM! BLACK SCREEN AGAIN!!!!

    Scirra please, please, please, please,

    PLEASE

    consider creating native exporters. This whole

    XDK BS is a NIGHTMARE..

    O.o To this day, I still have never understood how people have had issues with the XDK. I've used it on MANY computers with no issue at all.

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  • O.o To this day, I still have never understood how people have had issues with the XDK. I've used it on MANY computers with no issue at all.

    Well my last 2 builds took a few attempts before I could even get an actual APK but then when I tested the on a real device no ads were being being displayed either for Admob or Appodeal.

    Was able to contact the Appodeal team and apparently they stopped support of the original working Appodeal plugin for a new one which I can not get to work I don't know why.

    Building APK is easy enough but when you're trying to put ads of IAP it becomes a shtstorm.

    By the way if you've been able to successfully build a working APK as of Feb 25, 2017 8 pm I'd really appreciate it if you could share the details with me. Which plugins work is subject to change every hour.

    EDIT: 2 build attempts were successful. We're not even counting the 11 or so failed ones.

  • MPPlantOfficial, Hm, I am sorry to see that you're having so many issues with the XDK. I'm going to make sure I have the most recent version and figure out what exactly could be going wrong.

    Oh, by the way, if you haven't tried it yet, you could always just go the easy route of using Google Adsense in your game. It's easy to sign up and you can just throw all the embed code in with this: https://www.scirra.com/forum/plugins-pode-html-pack_t69356

  • Yes, because Cocoon IO is broken. A Project that worked a month and a half ago, that I restored to test, isn't working. They're like, oh it's your Project. If that were the case it would still be working. It's not, which means it's Cocoon IO's fault and they're blaming my Project. When its their stuff that's fraked up.

    https://forums.cocoon.io/t/compiler-doi ... sh/5452/26

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