lamar - you have previously ignored my replies and repeated the same question, and you're doing it again, so I don't feel like it would be constructive to reply.
Is there c2 plugin support for in c3?
We covered this.
[quote:2u18tg45]some kind or even access to the cloud exporters (or whatever is going on with c3) could be extended to c2 devs
We also covered this.
[quote:2u18tg45]I have to agree that Scirra is all about the waiting, wait for this feature, wait for this announcment
We just released the public beta of a major new product. This is not vaporware.
Was implementing multiplayer really a waste of time though?
From a business point of view, I think so, yes. We could have spent that time working on something else which people want more (and as always there's a lot to choose from). It took several months to implement, and back then it was just me, so it was more or less "stop everything and do this". Several months of development holding back everything else is a very costly thing to do for a small startup, and overall I don't think it was worth it. Like I say I don't personally regret it since it was super interesting, and I think to some extent it's good for marketing since people like to see the option is there, even if they don't really properly use it. But maybe we could have averted some of today's concerns if we'd put that much effort in to something else. And in that sense, the fact a ton of people voted for multiplayer and then we went and did it, caused damage to the business. So I do have some concerns about bringing this whole voting idea back, but hopefully we can manage that.
Now, in regards to "HTML5 faster than Native?"
I'm not going to defend a 4 year old blog post. Yes, it's probably wrong. It was just an interesting benchmark result. I haven't spent the past 4 years claiming HTML5 games are faster than native. Just that they're fast enough. It is basically fair and correct to say WebGL has identical GPU rendering performance to native code.
[quote:2u18tg45]A page with Scirra tested benchmarks for each platform(PC/Mac/Linux with PC specs, Android/iOS with model, wrapper vs browser) with a Construct 2/3 version of the exported test file would work wonders in giving people an idea of how relative their current devices are to the test devices.
We already ship some in Construct 3, in the tech demos section.
That would be great if Construct would use Electron instead of NW.js
They're the same browser engine, so this would not materially change anything.
Working exports?
Can you point to any specific bug reports so I can look in to the actual issues you're talking about? I'm honestly struggling to figure out precisely what anyone's talking about. There's a lot of vague references. Also some suggestions won't actually help. For example if you turn off spritesheets you'll run in to OS max image limits faster, which would probably break large NW.js games. So when you suggest turning off spritesheets, I think that would cause more problems than it would solve. A lot of the feedback here is like that. Nothing is as simple as it seems, really. It's all tradeoffs.
If everyone can slow down a bit, I can probably address everyone's points in more detail. This thread is literally dumping hundreds of posts with all sorts of mixed and varied concerns in the space of just a couple of days. I really don't like megathreads, I would encourage everyone to please start separate threads per single concern, and stay on topic in those threads, and then I may be better able to comment in a more focused way. (Again, I do think it's a pretty unique thing that you actually can talk directly to the founder, but I'm starting to see the appeal in disappearing behind a corporate team page...)