Construct / multimedia fusion / game maker ?

New releases and general discussions.

Post » Tue Nov 16, 2010 9:20 am

Hi everyone,

I'd like to know if somebody here has already used both GM/construct or mmf/construct, and if using this soft makes him working faster ? I'm leading the development of a 2d tactical-rpg actually, using mmf and... you know, its core is old, it doesn't feature as much usefull shaders and systems as construct has got basically... but we have chosen this one because some time ago, construct was still quite unstable. So i'd like to know how it's going right now ?

thanks in advance.
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Post » Tue Nov 16, 2010 9:49 am

Using Construct, in my experience anyway, is kind of like driving my car. My car is falling apart, and regularly has some weird hitches in it, like the speedometer stops working, or I have to go into neutral along the highway to keep it from overheating, or whatever. The car works great, and it's actually pretty fast, but it's a death trap.

Construct is extremely powerful, but quite unstable. It's like sending yourself to the moon by strapping a few million bottle rockets to your back. With that said, the stability has improved over the last few years, so take that as you will.
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Post » Tue Nov 16, 2010 10:54 am

Oh, right... We'll keep using mmf though, as the game is meant to be sold. Thanks.
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Post » Tue Nov 16, 2010 10:57 am

If you know C++ I would not dismiss Construct so easily, as it's power increases exponentially if you can make your own plugins for it.
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Post » Tue Nov 16, 2010 12:05 pm

[quote="Valerien":3u7rxao8]Oh, right... We'll keep using mmf though, as the game is meant to be sold. Thanks.[/quote:3u7rxao8]
Is this under the presumption that due to its open-source nature, you can't sell games created using Construct? Because it's quite false. Or am I misinterpreting what you said?
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Post » Tue Nov 16, 2010 12:46 pm

[quote:96s6skpt]Is this under the presumption that due to its open-source nature, you can't sell games created using Construct? Because it's quite false. Or am I misinterpreting what you said?[/quote:96s6skpt]

Nope. We need a really stable engine, more than anything else, that's what i meant.

[quote:96s6skpt]If you know C++ I would not dismiss Construct so easily, as it's power increases exponentially if you can make your own plugins for it.[/quote:96s6skpt]

Well, i was only wondering if the soft could permit us to work faster than mmf2 with more stability. I haven't programmed in cpp for a while, and i'm not fond of such programming. I'll see with the programmer.
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Post » Tue Nov 16, 2010 1:06 pm

I think while construct doesn't have perfect stability, arsonide's description was a bit of an exaggeration. I haven't used mmf to compare, but as far as gamemaker there's no comparison, it's so much faster in terms of both developing an idea into a working model, and also in terms of graphical and computational performance it's not even in the same class. I paid for gamemaker, and I wouldn't even consider looking back. Also, there are many on the boards who migrated from mmf and haven't gone back. So, yeah, stability isn't perfect, but flying to moon with bottle rockets strapped to your back is an unfair analogy. the crappy car is a better analogy, though we should say it's a beaten up ferrari.

Keep in mind Arsonide is a developer of a procedural space game with infinite (for all practical purposes) universe, that had moved away to try out Unity, and come back to Construct with continual updates on the development to his game for the last several months. Seems a large investment of time for something if he was so sure it wasn't going to work in the end. I don't think he was trying to deceive you, just warn you that stability is an issue at times. It's just the analogies he used seem to indicate it's impossible to work with construct without it all ending in disaster, which I personally disagree with.
Spriter Dev
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Post » Tue Nov 16, 2010 1:08 pm

Construct v99.96 is quite stable although there are some memory type errors that pop up every now and again.As long as the game that your'e creating does not involve too many complicated events then Construct should be pretty stable.

I have worked with mmf and game maker ,They are good ,But not as versatile as Construct.And like Arsonide pointed out you could always create plugins which could make CS more stable.The possibilities that Construct has with plugins are almost endless.
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Post » Tue Nov 16, 2010 1:21 pm

[quote="DravenX":5uooauxk]Construct v99.96 is quite stable although there are some memory type errors that pop up every now and again.As long as the game that your'e creating does not involve too many complicated events then Construct should be pretty stable.[/quote:5uooauxk]
I don't think complexity must be avoided, it just becomes more quirky. Not like "OK, gotta take that out of the game", more like "OK, guess we'll have to do it this way" instead of the other way. both ways have the same result, just one might trigger said glitch, the other is fine
[quote="DravenX":5uooauxk]
I have worked with mmf and game maker ,They are good ,But not as versatile as Construct.And like Arsonide pointed out you could always create plugins which could make CS more stable.The possibilities that Construct has with plugins are almost endless.[/quote:5uooauxk]
as a plugin developer, I don't think you can develop plugins to make construct more stable, only more powerful and easy to use. basically any feature construct doesn't already have that you'd like to add, you can make a plugin for
Spriter Dev
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Post » Tue Nov 16, 2010 2:50 pm

In fact, I've sent the references about scirra to the programmer yesterday, and he'll choose if we switch softwares or not.
Making this game involves the creation of a lot of complex events. A part of them has already been made both in cpp (external dungeon generator) and inside mmf.

Can construct create add-on exe files ?
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