Ashley's Forum Posts

  • Base64 is not encryption. It's just a different format for the same data. Using Base64 is like swapping PNG for JPEG, it offers no protection at all, and only works if someone knows how to extract one format but not the other, which seems unlikely.

    Base64 is also a text-based format so uses more space on disk and more memory too. So given how some people are worried about their games taking too much memory, that also seems like a bad tradeoff to make.

  • I looked up the specs of the Philips S398 and it doesn't say it has a gyroscope.

    So, of course, if the hardware sensor is missing it won't work!

  • Please file a report in the Bugs forum following all the guidelines if you think there is a problem and you want it investigated.

  • Running the entire game in the editor isn't something we have planned at the moment.

  • The public beta will be available to everyone, and we're aiming to have it out by April. We're not charging anyone for earlier access!

  • [quote:ut51dsqp]I'd also point out that your code is already pretty well protected if you minify it.

    This is clearly not a problem as even if people consider minifying as not a protection because it just removes useless spaces and returns, they can always obfuscate their code using some free online tool that will clearly make it even harder to reverse engineer

    I guess the name isn't clear: enabling "minify script" uses Google Closure Compiler in advanced mode, which also does very thorough obfuscation. Even if you "beautify" it to try to make it readable, it's still very difficult to work with. So C2 already does this.

  • Want I want to know is why won't Tom or Ashley explain the sudden shift in business ethics. Why won't they explain why it's necessary for users not to own what they pay for?

    There's several reasons:

    • we're hosting the software in the browser, with a cloud service behind it. I'm not aware of any software or service that runs in a browser and is a one-time payment - it's just not economical given the running costs.
    • we also provide other on-going hosted services like the new app building service. I'd also point out you get this service *and* the entire Construct 3 editor for less than the cost of PhoneGap Build alone, so I think this is actually a pretty good deal. We actually already run some on-going services for free with C2, such as the Scirra Arcade (which is chewing up tons of bandwidth these days!) and the multiplayer signalling server.
    • the one-time payment model is risky in the long-term, especially since we don't regularly do the whole "new major version everyone has to pay for again" process. Scirra is currently sustained almost exclusively by new users buying C2 for the first time. If the flow of new users dried up, we risk going out of business - even if we have tens of thousands of active users. There's also the aspect that we're still supporting people who bought C2 five years ago at no extra cost, and this existing audience is getting larger.
    • this is the way the industry is generally going, and some competitors are already doing it. It's harder to compete with tools that have on-going income when you only have one-off income with on-going maintenance costs, especially when there are various on-going services we're running.

    I guess at the end of the day, if you absolutely cannot stand subscriptions, you can either stick with C2 or look for a different tool.

    [quote:2ogl55k7]It's often thrown back in our face that we voted for multiplayer, but no one really uses it.

    I don't think I've ever "thrown it back in your face" - I don't regret doing multiplayer, and it was actually a super interesting project to work on technology-wise. My main takeaway from that is that voting isn't always a good way of deciding what to do. I think people tend to imagine proposed features or ideas as magic silver bullets that work perfectly and have no downsides. The real-world is actually always a series of trade-offs and nothing is perfect. I even repeatedly emphasised that multiplayer would be difficult to use, and only to vote for it if you are willing to put up with that complexity, because there are difficult aspects of networking that can't reasonably be covered up automatically. Still, everyone voted for it. Then it seems not many people use it, and my best theory is... because it's quite difficult to use, since there are difficult aspects of networking that can't reasonably be covered up. So I haven't run any polls since then. That's pretty much the only fallout from my point of view. I don't blame anyone! I just think it's a curious aspect of asking people to vote for features.

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  • My main concern is if you have something like a 400mb project, it could take maybe 30 seconds to decrypt everything. Firstly, is that a trade-off you're happy to make? Secondly since it's decrypted in RAM, tools can still take your content from there. So you could end up with a significant performance decrease, and no meaningful protection - the worst of both worlds.

    I'd also point out that your code is already pretty well protected if you minify it.

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  • Sorry to hear that you just learnt the hard way to keep backups. Software failure happens, as does hardware failure, as does floods/fire/theft/etc, so you should probably have enabled the features that automatically back up your work for you.

    Closing as not a bug & not following guidelines.

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    • Post link icon

    (And good luck convincing schools and colleges to rent your software - after all the Adobe rental issues experienced in educational environments, they will think twice about adding one more rent to their software lineup.)

    Well, for what it's worth, Construct 2's education license is already a subscription, and that seems to have been working out fine.

    Also, you'd rather pay $500 up-front? That gets you five years of usage...

  • Thanks for the post! I'm glad you see what we're aiming for, on a broad level

    I think it's interesting to compare now to when we first launched C2, and we got a lot of flak for choosing HTML5 over Flash. Some people even thought we were stupid and the obvious thing to do was choose Flash. You could see where they were coming from at the time - flash was dominant, but in my opinion it was clearly in decline. Sometimes I wonder where those people went... Still, there were a lot of people at the time who were excited about the HTML5 choice because it was a daring and exciting choice about a technology that had prospects of taking over the software world. We have a much larger userbase now, and I think a lot of people are more risk-averse, so are taking a skeptical position. I don't mind that too much though - we'll show how well it can work soon

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    The problem is the payment model and the investment it asks for- doesn't justify a html5 only game engine. Even stencyl - which is very similar in pricing and target audience (perhaps inspiring scirra) can compile to native games and can still export in the free version to one of the targets

    Construct 2 has so many more features than a lot of these other tools, that I'd actually struggle to make a comprehensive list of them all. This is made possible by the fact we use HTML5. It makes cross-platform support a breeze and lots of sophisticated features like networking, audio and video support are provided by the browser. Some tools don't even have form controls out of the box! When comparing to other tools with different technologies, I think it's important to take in to account the actual feature sets supported. Sure, you can pick a tool which has native export for example, but how many features will you lose or gain?

  • Strangely enough, most of the info is contained on forums and not necessarily on official articles.

    Hmm... and everything you read on the Internet must be true, right?

    Even if there are limits, I'm sure Google have done whatever is necessary to mitigate them in Chrome. As far as I'm aware there are no memory limits affecting Chrome.