construct 2 is not so fast after all

Discussion and feedback on Construct 2

Post » Wed May 18, 2016 9:21 am

hi, at first its look fast but... :
1-ui: its so hard to do a ui in c2 ! why ? let say you want to make a dialog with yes or no sprite with a text and 9patch for backgraound then you want that dialog to move from bottom to center of screen
so you have to add pin behavior to each sprite and texts and ... or you have to move all of them (you can not use 1 family for all of them becuase texts and sprites and 9patchs and tilebackgrouand can not be in the same family)
so let say in event sheets you pin all of them in one 9patch now you can move just 9patchs
then you have to go to every event wich they use clicks on them and you say if the dialog is open then dont act becuase when you click on yes or no maby you click on behaind them! . (so its alot of event sheets)
and things get even worst when you want to have a another ui like wich move from buttom to center when you need it , so you have to do all of this again !!!!! :|
ok so what we can do in other engines like unity :
we drag and drop all texts and other sprite and other stuf in a gameobject (or the dialog background ) so they will act likethat ! and we dont have to change all other click events we can use one simple line of code! or use so many different ways (its mostly a simple drag and drop)

2-sheets : eventsheets are not for each object , they are global ! let say you want to 2 sprite and 1 text and 1 9patch move 1 pixel at the same time
so you have to pick each on of them then move them , in c2 we can have familly but they usless because when you want to create an instance you can not use them and create it with name and you can not make a familly with different objects so there is no child objects.

3- (the worst !) you can not write 1 code(event sheet) and use in all of your projects !
let say you make a patchfinding system (with event sheets) for an object then if you want to use that patchfinding system again you have to copy all the events and be cerfull to have the same objects and variables and stuf on your other projects then you have to past that system then change the object to new one !

4- when you set a sprite variable in layout 1 you can not access to that in other layout

5- there is so many things like this, for example : new localstorge is so bad you can not simply get a variable ! you dont have a direct access to it !
so yes c2 is not so fast after all . and its really not good for big projects.
B
16
S
6
Posts: 243
Reputation: 1,755

Post » Wed May 18, 2016 11:46 am

You can resolve all of these issues if you spend an afternoon to read through the manual. And study a bit of programming concepts such as functions, including files, and arrays.

All of your issues are pretty much beginner problems which can easily be resolved with better understanding of C2 already existed functionalities and programming concepts.
B
36
S
18
G
11
Posts: 248
Reputation: 8,694

Post » Wed May 18, 2016 12:19 pm

Sethmaster wrote:You can resolve all of these issues if you spend an afternoon to read through the manual. And study a bit of programming concepts such as functions, including files, and arrays.

All of your issues are pretty much beginner problems which can easily be resolved with better understanding of C2 already existed functionalities and programming concepts.

i am a pro with construct 2 and a pro developer
if you can solve one of them ?
(im not say that things can't be done i mean they take so much time and work for simple things)
B
16
S
6
Posts: 243
Reputation: 1,755

Post » Wed May 18, 2016 12:54 pm

mahdi71 wrote:i am a pro with construct 2 and a pro developer
if you can solve one of them ?
(im not say that things can't be done i mean they take so much time and work for simple things)


You make me laugh ... hahah...

takes to much time? well the time you wold write down the code for a object to spawn in a scene and move on 4 axis wold take a experienced programmer around 10 to 30 minutes to write down the code for that simple action.... in C2 you drag the sprite in the scene add the behavior 8 axis set the settings on 4 way movement and done ... in under 20 seconds.

C2 not fast enough? good one.... i think C2 not fast enough for those who dont read the holy book ...and im not talking about the book that describes a invisible man in the sky ... but the All Mighty Manual have fun...

take some tutorials if you are at that chapter as well see how things are made open the capx files learn from them... then after 1 day of learning it... come back to this post and read what you said again :)... have a great day.
Last edited by gamecorpstudio on Wed May 18, 2016 8:28 pm, edited 1 time in total.
B
78
S
23
G
69
Posts: 1,353
Reputation: 43,985

Post » Wed May 18, 2016 1:03 pm

I think C2 is great, but I would like to know how the real pros transfer their favorate set of functions from one project to another? How do the real pros get around pinning different objects in a family-like way as the op is asking. Just when do you have to "wait 0"?

your humble servent
winkr7
B
34
S
8
G
3
Posts: 169
Reputation: 3,305

Post » Wed May 18, 2016 1:05 pm

1. - lol
2. - lol - sure, go create sheets for each object, gl hf with order later. also - i agree with family part - you can't select an object from family by it's name or id or sth, but still you can create instance of an object by dropping it in with spawn/create, so whatever.
3. - lol - you sure are not a pro "developer" like you've said in the post above. "pro" developers know that there is no real reusability. you can create parts of code which can be reused, but create a single (if we're talking about C# for example) DLL which will do everything, it's impossible. same goes for this.
also it depends on type of game. if you have cars racing game where you have controls wasd, and they are binded and programmed perfectly, you can reuse them in another project that uses the movement. but if you copy / paste the movement of wasd to a tower defense game - wtf is it going to be used for there? nothing exactly and therefore the reusability concept already drops in water.
4. really? like really? did you even read manual? check forum? tutorials? anything? wtf, and you're a "pro" developer. do you even think bro? use dictionary? array? save locally and access from anywhere? global vars? global somethings? dictionary in dictionary... i can go on..
5. didn't use it so i can't say... but i guess you're a "pro" developer so you're gonna tell me what is good and what is bad :D :D
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
B
43
S
14
G
12
Posts: 626
Reputation: 9,450

Post » Wed May 18, 2016 1:07 pm

winkr7 - like i said, there is no real reusability. ever. anywhere. but if your projects are similar - for example - car race, bird race, planes race, etc.. you can create a group of controls that use wasd (for example for pc), which are put on a family named "player", where objects inside are just player objects that can use the movement, and then in another game, you create family "player", and copy paste the events. voila.
but there will always be tweaking, pimping, fixing, and more.. so

once again. there is no REAL reusability!
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
B
43
S
14
G
12
Posts: 626
Reputation: 9,450

Post » Wed May 18, 2016 1:25 pm

1-ui
That is not a problem with C2. The problem is the lack of a UI-Plugin in C2. C2 is a Game-Engine and not for applications. it's a problem that many game-engines have, the lack of an UI-Framework.

2-sheets
Isn't that what functions for? Make a function and use the UIDs as parameter.

3- (the worst !)
That is what the plugins are for. If you want to reuse something make a plugin or behavior.

4-
Do yo mean instance variables? What is the meaning to change a variable of a sprite that is not in the layout?
If you want to transfer a variable from one layout to another use a global variable that is what there are for.
B
24
S
3
G
1
Posts: 451
Reputation: 2,165

Post » Wed May 18, 2016 1:33 pm

winkr7 wrote:I think C2 is great, but I would like to know how the real pros transfer their favorate set of functions from one project to another? How do the real pros get around pinning different objects in a family-like way as the op is asking. Just when do you have to "wait 0"?


ctrl+c and ctrl+v? as long as you have the same variables and objects C2 will be able to copy from a project to another the event sheets just by copy pasting... or you can do the harder way where you can import the entire project intro another project by importing the xml files i think ..i read that long time ago.. however i never needed it... since doing that wold create problems you might forget the functions how they are linked and so on.

as for the wait 0 ... what that means is that the 2nd action on a condition will only be executed after the first is completed... for example


condition"when something"
--- > action 1 do this
--- > wait 0
--- > action 2 do this other thing

that means as above after action 1 is executed only then the action 2 will happen..
that is useful when you want to delete a sprite then create another of the same type... or when you have multiple actions on the same condition and the system might skip or write a bad value or half of a value instead the real one.
C2 event sheet is read from top to bottom... but sometimes it might skip 1 action or 2 depending on the Delta-Time and Frame independence why im bringing that in?
because that is how C2 performance is measured... it cannot run faster then the current dt or the formula (60*dt) which should be equal to 1 that is 1 frame per tick which equals with 60 frames per second.
but that doesn't always equals to 1 because of the platform you run the C2 system ...
if your system is a bit outdated and has a 0.01 delay on performing some action then dt will skip or fail 1% of the time.

thats why you see problems like fast objects passing trough solid objects or physics failing...

however all this issues bringed on this topic can all be avoided just by reading the manual and test and retest until you get it the way you want it to.

no game engine or software will perform perfect, no matter if its a 10,000 dollar software piece or 1 dollar. it will always have some problems.

its a matter of understanding how you can work around those problems that makes the software usable.. and with C2 you can work around a lot of issues. but as we progress in future... since in past we cant... more plugins/behaviors/effects are developed to increase the power and usability of C2 and limit the problems some faces.

However none of the problems that are mentioned in this topic are not solvable... are actually the most easy things to do in C2 no extra special plugin or power needed just the default C2.

Its a matter of learning a bit C2 and trying to understand how C2 works thats all.
B
78
S
23
G
69
Posts: 1,353
Reputation: 43,985

Post » Wed May 18, 2016 1:42 pm

@mahdi71

You blame an engine for your mistakes. Just like a lot of other people. Functions, including event sheets, and so on are your friends, but they're very basic, and if you didn't find them, you clearly don't want to.
B
30
S
14
G
6
Posts: 160
Reputation: 5,777

Next

Return to Construct 2 General

Who is online

Users browsing this forum: mihirolover, Yahoo [Bot] and 19 guests