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I Want to Pay but..

  • Hi Guys,

    I test C2 its realy easy to use, good forum, but it is obvious that before assessing whether to buy the product PRO format , I would be sure of what I buy . I would like to create games mainly on Android and IOS , looking around I see different opinions each has its own .

    Unfortunately I see a showcase that allows me to see the results (but do not look at only this, because I know that if the idea is good the product you see no matter what software I used ) . looking I just found this video : youtube.com/watch

    Where we see a test in the various applications of the cubes that spawn , C2 , however, lags a mess , I noticed the date and I wonder if rifacessi today in 2016 would still have these problems ?

  • Why ask when you can test it for yourself?

  • Hi Guys,

    I test C2 its realy easy to use, good forum, but it is obvious that before assessing whether to buy the product PRO format , I would be sure of what I buy . I would like to create games mainly on Android and IOS , looking around I see different opinions each has its own. ...

    That really depends on how serious you want to be with your project.

    I assume that you want to create a serious game with the purpose of generating an income,

    either way please read the following personal experiences, that will give you a glimpse on what you can expect.

    Important:

    I would like to make clear that I'm not talking for everyone in this forum, I'm talking for myself.

    Your and the experiences of others in this forum may vary, so I recommend to wait for more opinions before making a final decision.

    My Experiences (End-Product):

    When I started with C2 everything was terrible with mobile games and even games with heavy optimizations didn't ran well (including the in-house examples).

    Over a couple of months, with Intel XDK starting to be the default for mobile game export, things improved slowly but steadily.

    So let's skip to this day, are things better today?

    Yes and no, mobile games with a lot of objects that use behaviors such as physics will stutter and run poorly for the most part.

    Even the in-house examples which count as "well-optimized", do not run good enough for the end user to have an engaging and fun experience.

    Smaller games like puzzles for example, will run well if you do the right optimizations.

    I don't feel the need to tell you exact measurements but you will find a lot of fair comparisons on the forums.

    My Experiences (Game Development):

    Construct 2 is one of the easiest game making tools, still to this day!

    The user interface may look complex and confusing at first glance, however you can trust me that it's not.

    All of the things that you don't understand at first are useful, once you've come to the point were you need them.

    Besides that I can highly recommend you to read the manual, it's one of best things that a beginner should do.

    If you ever find yourself blocked and don't know how to proceed, you can at anytime come to the forums and ask for help, C2's community is always helpful and will even provide you with working examples if you need them.

    Unfortunately you might or actually, you will at some point run into an engine-side limitation.

    If you've already read through a few posts on the forums, you will notice that some developers with games far in development already experience those. Depending on the limitation that you will reach, it can be really frustrating that in the most cases, you're forced to find a workaround by yourself because of various reasons.

    My Experiences (Summary) + Recommendation:

    Does C2 worth the ~100€ that it asks for?

    Yes, depending on how much time you have and stress you can handle.

    It makes a lot of things easier compared to other game engines and saves you a lot of time with its eventing system

    but it also takes a lot of time from you because of its minor & major flaws.

    I would recommend C2 to beginners that want to create games for fun.

    I don't recommend it to people that plan to create a more serious game with the purpose of generating an income because those are most-likely going to run into one of those limitations as mentioned before, which are not only time consuming but also very frustrating to deal with sometimes.

    If you need a practical example of a simple game that runs well on Android, I would like to plug you my mini-game that you can find below.

    It's not complex and more of a puzzle game but it is well optimized and should give you an insight, on how your game could run on Android.

    Sorry that I couldn't provide you more information about IOS but I've personally never touched any Apple product.

    If any community member would like to add something to my opinion or share his/her own, feel free to do that below.

    I hope that I could help you out and give a small insight on how game development with C2 could be.

  • newt, forum object is help not say " test it yourself", best answer is TheRealDannyyy can you explain me software to be the purpose of facilitating and end product for the games regulated You Can Have profit?

  • newt, forum object is help not say " test it yourself", best answer is TheRealDannyyy can you explain me software to be the purpose of facilitating and end product for the games regulated You Can Have profit?

    Yes and the same question has been asked in the forum repeatedly.

  • newt, forum object is help not say " test it yourself", best answer is TheRealDannyyy can you explain me software to be the purpose of facilitating and end product for the games regulated You Can Have profit?

    Sorry but I didn't really understand your question, I assume you want to know how to monetize and make money with C2 Games?

    As for the official plugins you have a few options such as:

    • IAP [In-App Purchases] (Multi-functional Plugin that works on almost any platform)
    • AdMob Ads (Popular way of monetizing apps exported with Intel XDK)
    • Windows Store (Multi-functional Plugin, uses the UWP format and runs on modern Windows systems and soon on Xbox One too)

    Those are some of the plugins that come with C2, that will help you with generating an income.

    However there are a ton of custom plugins for specific game monetization on the forums, that will also work fine.

    Besides all of that you could also take the classic way of selling your games, this process mostly requires a business though.

    You don't have to worry about turning a profit from your hard work, C2 got you covered when it comes to that.

    The difficult thing is getting there, developing a good game and art assets is not something that can be done over the weekend.

    I can only say that C2 will make things easier but you still have to figure out your games event logic by yourself.

    Unless you want to do something common like a platformer, in that case everything is prepared and ready to go.

  • On performance, I can have 300 objects (sprites of 32x32) with a physical layout of 854x480, 60fps that works in my 6s galaxy.

    In my game for mobile device I am using raycast, I make extensive use of angles and much more, works at 60fps on a Galaxy Tab A 2015 (Quad-core 1.2 GHz) and a HTC Desire 820.

  • On performance, I can have 300 objects (sprites of 32x32) with a physical layout of 854x480, 60fps that works in my 6s galaxy.

    In my game for mobile device I am using raycast, I make extensive use of angles and much more, works at 60fps on a Galaxy Tab A 2015 (Quad-core 1.2 GHz) and a HTC Desire 820.

    Which exporting method do you use and could you give me a link to the game? I'm just curious.

  • Still I have not posted my game for android, all tests have been made using preview over wifi.

    According my know, performance is the same as when you export using XDK.

  • Still I have not posted my game for android, all tests have been made using preview over wifi.

    According my know, performance is the same as when you export using XDK.

    That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    Did you make exported, on device tests at all?

  • > Still I have not posted my game for android, all tests have been made using preview over wifi.

    > According my know, performance is the same as when you export using XDK.

    >

    That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    Did you make exported, on device tests at all?

    Well, I think it does that answer your question, if I understood correctly (I'm using translator to understand you).

    Tests have been using preview over wifi, as I said before, then I have not exported to a apk and I have not done a test from an apk file.

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  • >

    > > Still I have not posted my game for android, all tests have been made using preview over wifi.

    > > According my know, performance is the same as when you export using XDK.

    > >

    > That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    > Did you make exported, on device tests at all?

    >

    Well, I think it does that answer your question, if I understood correctly (I'm using translator to understand you).

    Tests have been using preview over wifi, as I said before, then I have not exported to a apk and I have not done a test from an apk file.

    I guess it depends on the device, on my end previewed games tend to be more laggy and have performance drops, as soon as a lot of HD sprites are shown.

    When I talk about performance of the end-product, I aim for good performance on each device and not only high-end devices from the current generation of smart phones & tablets. (Excluding devices which count as "bottlenecked".) Basically every device starting from Android 4.0.X, which on average have a Quadcore 1+ghz chip and at least 500mb of RAM available. If you've released an exported version of your game, feel free to PM me a link.

  • I tested, 300 cubes, 1600,900 px , spawn time every 0.01, lag a bit :0

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