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A few serious problems that could use your votes/support!

  • There are a few serious problems involving third parties which are currently hampering development of Construct 2 desktop games.

    I'm sure I speak for all the desktop developers when I say we'd be thrilled if you could spend a moment of your time and help bring attention to these issues.

    1. NW.js does not work on mac and linux for large projects

    Yep, that's right, the latest versions of NW.js have a bug that prevents projects with lots of images (so, any big project) from running on mac and linux. While 10.5 still works, there are unfortunately a lot of other problems with 10.5 and bugfixes for version 10.5 aren't going to happen.

    To help out with this issue, leave a comment (or, if you're feeling generous, a bounty) here.

    2. Chrome runs like absolute rubbish below 60fps

    For some reason, any time a C2 game dips below 60fps in Chrome, bad things start happening. 59fps is literally unplayable in a fast-paced action game like Airscape.

    This may or may not be more of an issue on fillrate intensive games, more testing needs to be done here.

    If this issue was fixed it would bring an 100% increase in effective performance in C2 games, as anything from 30-60fps should be perfectly playable.

    To help out with this issue, star/comment on the chrome bug report here.

    Again, thanks for your help, it's very much appreciated.

    Daniel

  • I star'd and commented on that Chrome issue. *bump* Hoping this can all be sorted soon. Better Chromium also means better Crosswalk, yes? Or am I mixed up?

  • Also starred.

    I seriously hope this gets sorted. I am about to port all my games to unity as this is bollocks.

  • Also starred.

    I seriously hope this gets sorted. I am about to port all my games to unity as this is bollocks.

    +1 for the starring and +1 for learning Unity as a backup plan.

  • +1 for learning Unity as a backup plan.

    yip - game institute course

  • I agree that when even the html5 export cannot work reliably, we have an issue, also I am slightly worried that chrome will break our content in the future, Sure, we can update our games with a newer C2 if a breaking change happens, but the web will be there for a longer time than C2 itself so at one point, currently they seem to choose the "we ditch useless things", that is also a real issue with native technology it seems as a lot of my games cannot work properly anymore without a patch, and since the web seems to evolve at a faster pace I am unsure about the stability long term wise Across browsers (even with new browsers that may just appear).

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  • Starred the one about chrome.

    There's another issue to star: https://code.google.com/p/chromium/issu ... ?id=424174

  • I'm still using 10.5. I'll update it if they ever get it sorted. All I ever hear is bad stuff.

    I'm really sad that this is the only option we have for a pc export. There are no backups or alternatives. I am just going to have to hope for the best when my project is done in a few months.

  • Thanks for your support, everyone! Keep it up!

  • I agree that when even the html5 export cannot work reliably, we have an issue, also I am slightly worried that chrome will break our content in the future, Sure, we can update our games with a newer C2 if a breaking change happens, but the web will be there for a longer time than C2 itself so at one point, currently they seem to choose the "we ditch useless things", that is also a real issue with native technology it seems as a lot of my games cannot work properly anymore without a patch, and since the web seems to evolve at a faster pace I am unsure about the stability long term wise Across browsers (even with new browsers that may just appear).

    C2's bad performance, unreliability, and this crap is exactly why I'm switching to GameMaker Studio when I finish my game.

    Unlike C2 it compiles it's GML to C++ (and if you have YYC, then directly to Machine Code) so performance and stability is completely up to your skill and efficiency.

    Thus I wait for a summer sale or until GMS2 comes out. Then it's adios C2 and your problem riddled everything.

  • Everyone would have switched to Unity or GMS if it were that easy. Thing is...how many of us can create games of the same calibur using them? If you don't know C# or JS then it will be years before you can even begin making decent games in Unity. Even then I find the workflow to be completely bonkers in comparison. Seriously - go check out how to create and animate a simple sprite-based game character. As for GM...it's an incredibly buggy and obtuse piece of software if you ask me. I am truly baffled by how popular it is.

    Frankly I (and a large portion of the community it seems) would be happy with a single native windows desktop exporter, and have no problem waiting for other native exporters down the road. This whole multi-platform craze is ridiculous and every engine out there is focusing far too much on it instead of features to make better games. HTML5 will likely never reach its full potential on consoles and mobiles anyway so forget about it already. Ya tried it, it didn't work, move on.

    Ahem..anyway..starred.

  • As for GM...it's just an incredibly buggy and obtuse piece of software if you ask me........Frankly I (and a large portion of the community it seems) would be happy with a single native windows desktop exporter, and have no problem waiting for other native exporters down the road. This whole multi-platform craze is ridiculous....

    Spot on....

    I am continually balancing any advantages of moving to another software. If I do it will be to something better than GMS! Unity or, perhaps, UE4 - but I will be acknowledging such a move would be stepping back 2 years in ability before I might become vaguely competent. So, considering a 2 year time frame, I'm just balancing what I think will be the best use of that time. I could be wrong, but thus far my time is being gambled with c2...

  • Nesteris well since I am only ever targetting browsers, it is not as easy as switching to another html5 engine (which will obviously have the same issues with browsers), for non browser games however, I agree C2 should not be used, it is not worth the wait and it seems wrapper just share the bad side of both browsers and native.

  • Aphrodite

    I agree, when it comes to pure HTML5, as in putting the games on a browser, C2 is King, Queen and the rest of the royal family. But for everything else, seek a different engine.

    After I finish my game I'm switching to GMS, but I'll probably keep C2 for making short demo versions that people can try over the net before they decide to buy my games or not.

    Everyone would have switched to Unity or GMS if it were that easy. Thing is...how many of us can create games of the same calibur using them? Even then I find the workflow to be completely bonkers in comparison. Seriously - go check out how to create and animate a simple sprite-based game character. As for GM...it's an incredibly buggy and obtuse piece of software if you ask me. I am truly baffled by how popular it is.

    About GMS being buggy and having bad workflow; I guess that's why Construct 2 has so many games to showcase! It has.. um.. Erm... Oh yeah, nothing. Same as GMS, except for Hotline Miami, Steal Bastard, Spelunky, WizardWizard, Wanderlust: Adventures, Risk of Rain, Gods Will Be Watching, Top Hat, Metaloid. Oh wow that's actually quite a lot, and that's just off the top of my head. Even CC has more games (like 2, The Iconoclasts and Minitroid).

    As for making a simple sprite-based game character, I've done it before in Unity with the help of a tutorial and it wasn't hard. As for GMS, it made more sense than C2, an object is supposed to have sprites, not the sprite be an object itself. Unity does this as well.

    I don't see why you think GMS is bad and hard to work with, I've made a couple small games with it and it's completely fine.

    Also the community seems a lot better and more mature than C2's one, I've seen complete engines being shared and thrown around. I myself scored a Metroid Zero Mission engine for GM8 (that can be imported into GMS) that's 3/4 done and a 2D Minecraft engine. Considering this is easily able to be exported to PC natively, it's a huge improvement over your ZM engine that you did in C2 (which I remember begging you to let me see for like 4 months).

    Meanwhile everyone on C2 forums hoards their engines like everyone is a thief.

    C2 is basically the next generation of flash, it should be used for browsers only, or very short demos. But by no means for a full game.

  • Nesteris I get your points but you have to consider that GM is like 15 years old and many of the popular games made in it were by veterans. Having lots of games for it doesn't mean it isn't still buggy and obtuse. MMF2 is considered one of the most antiquated and poorly designed engines out there by some, yet it still has a lot of successful and popular games and even more on the way. Also, C2 has more games than you think. A few are even doing well on Steam. Either way, Unity is ultimately superior to all of em so anyone looking to jump ship is probably better off with that.

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