Any improvements to C2?

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  • Hello,

    I posted here a few months ago about being undecided about buying C2 or Fusion 2.5 and at that time I picked and bought fusion. Sadly over the last couple of months I've become more and more disappointed with fusion, not that it's bad but its community is not really that great at helping people like me who are slow to learn things.

    So I'm now back and looking at C2 again (and possibly game maker studio) and I'm wondering if anything has changed with C2 over the past few months?

    My biggest issue with Construct was the fact that it cannot output native windows code and I wanted a 'single' .exe file from my game, not html5 and certainly not a folder full of dll files and other fluff. Can it do this yet and if not, have they said if C3 will do it?

    also (without being biased) how is the community? is it easy to get help, even if like me you are a VERY slow learner and don't take things in fast at all?

    Thank you

    edit:- ohhh one more thing, is the Steam version of C2 now fixed? I only like buying my games/apps on Steam and was told it was broken.. hopefully this is now fixed.

  • C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

    The community tries to help but sometimes when the questions are/seem too obvious you might end up hitting a "read this part of the manual" wall

    Can't say anything on the steam version, I don't use it personnally.

    I'd say give a go to both software with their free version first ( http://store.steampowered.com/app/227240/ , http://store.steampowered.com/app/214850/ ) and try to seek infos on their actual paid versions, potential issues and such, and then make a decision.

  • C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

    True.

    C2 Steam support works as far as I know, but you'll be better off using these plugins instead of the Experimental Greenworks Plugin:

    https://www.scirra.com/store/construct2 ... basic-2546

    https://www.scirra.com/store/construct2 ... am4c2-2545

    Do as Aphrodite suggested and try the free version. Ask the Community if you have any questions and see for yourself how helpful answers you'll get. One thing though: Use the version (and if you decide to do so, buy that one also) from this website, not the Steam version:

    https://www.scirra.com/construct2/releases/new

  • > C2 still doesn't do native code, C3 probably won't either, and it outputs several files, not just an .exe.

    >

    True.

    C2 Steam support works as far as I know, but you'll be better off using these plugins instead of the Experimental Greenworks Plugin:

    https://www.scirra.com/store/construct2 ... basic-2546

    https://www.scirra.com/store/construct2 ... am4c2-2545

    Woah woah.. so if I wanted to buy the steam version I have to drop £30 on top of the £80 asking price for that plugin?? that's crazy. o_O

  • The plugins mentioned are only if you plan on releasing a finished game on Steam.

    In that case, in order to implement Steam's features to your game, you'll need to add some plugin.

    The experimental Greenworks plugin is provided for free (but is experimental as the name says), and the two others are possible solution (you either take the basic plugin or the complete one, not both).

    But to learn how to use the software, you don't need to add plugins on top of it to get started.

  • Sorry if I wasn't clear:

    Construct 2 Steam version is not equal to releasing games on Steam. I linked those plugins for the latter case.

  • Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

  • Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

    Do you have Android 5+? Try building without Crosswalk.

    Also there is Cocoon.io and PhoneGap to try.

  • > Hey guys I didn't want to be the GOD OF THE HOW DO I SECTION again like I was 6 months ago so I thought I'd ask my question here.

    >

    > I built my APK files yesterday on Intel XDK and a short preview that was initially 270 kb had an output APK file of 22mb and 62 mb installed on a phone. This game is a simple 1 screen game using 5 sprites total.

    >

    > What other NON-DEPRECATED export/APK options are available as of Nov 4, 2016?

    >

    Do you have Android 5+? Try building without Crosswalk.

    Also there is Cocoon.io and PhoneGap to try.

    I only have android 4.5. I will try that Cocoon io .

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  • I only have android 4.5. I will try that Cocoon io .

    Then you'll have to make friends with the Chromium browser bundled with your game. This is the most efficient way of running HTML5 code as an app. I don't think that either of the options we listed in this topic will free your from that additional size. In 2016 that +20-30MB shouldn't be a problem. And if you target Android 5+ then the WebView is already on the phones, so your apps can be smaller.

  • > I only have android 4.5. I will try that Cocoon io .

    >

    Then you'll have to make friends with the Chromium browser bundled with your game. This is the most efficient way of running HTML5 code as an app. I don't think that either of the options we listed in this topic will free your from that additional size. In 2016 that +20-30MB shouldn't be a problem. And if you target Android 5+ then the WebView is already on the phones, so your apps can be smaller.

    I built my games without Crosswalk and got a 3.5 mb APK. 12 mb when installed. However I did notice very long load time opening the games.

    What is "Webview?" the default browser I have on my CAPX file is Chrome. Should I switch to Default?

  • What is "Webview?" the default browser I have on my CAPX file is Chrome. Should I switch to Default?

    It displays web pages to put it simply. Google the term to find more detailed information. Here's one link: https://developer.android.com/reference ... bView.html

  • >

    > What is "Webview?" the default browser I have on my CAPX file is Chrome. Should I switch to Default?

    >

    It displays web pages to put it simply. Google the term to find more detailed information. Here's one link: https://developer.android.com/reference ... bView.html

    Yes I did search the term but I don't know how to actually implement that upon exporting CAPX.

    So I'm supposed to set browser to default and select Android 5+ then that Webview thing will automatically be included thus decreasing my install size? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • MPPlantOfficial Android system WebView is a kind of browser which is installed separately. It does not include into your APK, that's why the APK size is lower if you build it without Crosswalk. The point is that if you export with Crosswalk, your app will be launched in that Crosswalk browser which is included in your APK. So it will be the same browser for all devices which means your game will behave the same way on each of those devices.

    Now when you export without Crosswalk then your game will be launched in the system's WebView. In other words, your game will run in the browser which is installed on the particular device. Now each device might have different version of WebView installed. Different versions support/not support different features so there is no guarantee that your app will behave the same way on every device. I would even say, it is guaranteed that it will not.

    Now regarding Android 5+ which everybody talk about. Shortly saying Android 5+ WebViews support most needed features and C2 apps should work well and you shouldn't need the Crosswalk any more.

    My personal opinion after some tests is that Crosswalk is still more safe to use and has better performance that native WebView.

  • MPPlantOfficial Android system WebView is a kind of browser which is installed separately. It does not include into your APK, that's why the APK size is lower if you build it without Crosswalk. The point is that if you export with Crosswalk, your app will be launched in that Crosswalk browser which is included in your APK. So it will be the same browser for all devices which means your game will behave the same way on each of those devices.

    Now when you export without Crosswalk then your game will be launched in the system's WebView. In other words, your game will run in the browser which is installed on the particular device. Now each device might have different version of WebView installed. Different versions support/not support different features so there is no guarantee that your app will behave the same way on every device. I would even say, it is guaranteed that it will not.

    Now regarding Android 5+ which everybody talk about. Shortly saying Android 5+ WebViews support most needed features and C2 apps should work well and you shouldn't need the Crosswalk any more.

    My personal opinion after some tests is that Crosswalk is still more safe to use and has better performance that native WebView.

    Thank you very much!

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