Construct 3 any news?

Post » Mon Oct 31, 2016 11:26 am

Godot's visual scripting appears to be one of those 2D flowchart type systems, which are very different to events. They also quickly turn in to a mess, which they seem to have already noticed themselves :P
Scirra Founder
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Post » Mon Oct 31, 2016 11:37 am

I agree, Node Type Systems are often times just as complex as learning how to program in the first place...

Game Maker Studio 2
Does GMS2 also come with a visual scripting editor? I couldn't find any details about that.


They already had that but pretty much all use GML but i think with the new Version they're planning on an Update for the visual System although i have no idea how it will look exactly and highly doubt that it'll be as flexible as C2's.

ClickTeam Fusion 3
CTF was always more of an "ugly" version of C2 for me, If they plan to clean it up a little for their 3rd version, it might be a serious competitor.


They've released some videos on YouTube about it and started a developers Blog. Didn't really impress me very much i don't like their event system as much as i do C2's.

Godot 3.0
Now Godot 3.0 is something that Scirra should really worry about, not only is it open source (FREE!) but it could also easily compete with C2's editor in terms of usability. The major thing that was kinda missing is the visual scripting editor. Now it seems like it's about to be added, this might be interesting to follow.
EDIT: Of course there are also other problems and errors that need to be fixed too.


Have you ever tried the Editor? It's far from as easy to use as Construct's in my opinion...

I think there's always a tendency to look for the "perfect engine". It happens on every user forum of all the mentioned software packages that i've ever been to. There are always things that could be better or optimized etc. I think there are a lot of people who never start actually making a game, because they keep looking at different game engines every other week. I know i had that problem for much too long. In the end what counts is, which tool makes you actually realize your project the quickest and most convenient to you, which is very subjective. For me PERSONALLY i really always came back to C2 because i didn't see any other program, where i could get something done so easily and still remain a great deal of flexibility. So i'll stick around for sure and i'm looking forward to see what C3 will offer :)
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Post » Mon Oct 31, 2016 12:39 pm

TheRealDannyyy wrote:Now Godot 3.0 is something that Scirra should really worry about


There is one area where I was unable to find anything even remotely close to what C2 & Scirra has - and certainly Godot stays behind. The core runtime of less than a megabyte in HTML5 export. This is plain amazing from my viewpoint. GO SCIRRA!

(and I sincerely hope C3 will not change this in any significant way, that the runtime stays tiny and lighting fast to load).

My ideas of top 3 C3 changes I'd love to see:
  • automated testing ;-) My projects tend to have a couple of thousand events, and no matter how good I try to organize them, if I shelf one for 3 or 6 months, coming back to change something is a bit of a nightmare making sure nothing was broken in the process.
  • named function parameters - same reason, with big projects current solution is painful. I learned to rely on descriptive constants to be used in function arguments wherever possible.
  • Scirra hiring RexRainbow ;-). Without his plugins, life would be no more than a quarter of a fun it now is :-). Thank you, @rexrainbow !!!
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Post » Mon Oct 31, 2016 2:50 pm

Ashley wrote:Godot's visual scripting appears to be one of those 2D flowchart type systems, which are very different to events. They also quickly turn in to a mess, which they seem to have already noticed themselves :P

I also saw that tweet yesterday, didn't bother mentioning it tough. :P


joel87 wrote:Have you ever tried the Editor? It's far from as easy to use as Construct's in my opinion...

I think there's always a tendency to look for the "perfect engine". It happens on every user forum of all the mentioned software packages that i've ever been to. There are always things that could be better or optimized etc. I think there are a lot of people who never start actually making a game, because they keep looking at different game engines every other week. I know i had that problem for much too long. In the end what counts is, which tool makes you actually realize your project the quickest and most convenient to you, which is very subjective. For me PERSONALLY i really always came back to C2 because i didn't see any other program, where i could get something done so easily and still remain a great deal of flexibility. So i'll stick around for sure and i'm looking forward to see what C3 will offer :)

I've tested one of the older versions, the version that came with their Steam release to check out what it has to offer besides 3D support.

If I had to define what "easy" means, for me it's basically meaning that I can understand the use of the engine with just a little effort.
When I started it, I could easily identify all the core elements (e.g. scene editor, behavior systems ...) of the engine without opening up their documentation.
The only difference in comparison was that C2 is using eventing instead of programing so in their case, that was the point were I was forced to open it up and check on how things are done. Might be worth mentioning that their custom programing language is quite similar to python and I knew how to program in python before I've tested Godot.

I think generally any kind of alternative to programing, flowchart or event based counts as "easy" and it depends on the engine if it looks messy or not.
Just compare CTF to C2 and you'll understand what I'm trying to say with that. 8-)

For me personally it's too late anyway, I'm too far in game development to change to a different engine and start all over again.
I'm not trying to say that it's "bad" to use C2, it's just that a lot of the limitations that I didn't know about before I've started working with C2, now reveal themselves.
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Post » Tue Nov 01, 2016 6:09 am

https://youtu.be/ADlB0XFjsSk

Here's a leaked video of YoYos new visual scripting.
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Post » Tue Nov 01, 2016 7:07 am

The flowshart event system is just bad, trying to figure out what an event leads to by following those noodles like arrows gotta be a headache.
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Post » Tue Nov 01, 2016 7:32 am

Need support DragonBones PRO - bone animation. This is free tools for 2D animation, pretty as Spriter and FREE!!!
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Post » Tue Nov 01, 2016 8:21 am

i just want construct 2 with a really good looking interface like those adobe softwares and to work on OSX, i think if C3 wont be native, wont have 3D, then i think the more i can ask is a new interface look?
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Post » Tue Nov 01, 2016 10:08 am

joel87 wrote:https://youtu.be/ADlB0XFjsSk

Here's a leaked video of YoYos new visual scripting.

That video is private.
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Post » Tue Nov 01, 2016 10:21 am

@glerikud Well it wasn't this morning ;) They probably noticed by now. But the Yoyo Community is already discussing what they've seen on it. It was a Node based DnD System similiar to Unreal's Blueprint, but vertically aligned. There was also an option to turn the Nodes directly into GML scripts and edit them that way...
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