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Post » Tue Jun 24, 2008 2:11 pm

Thanks for clarifying that while I wasn't here, Znirk. :D I think Construct is an awesome software, and it's good to see another community growing around it, but I've always been able to do what I need in Clickteam's products. (With a bit of math, that is. :? ) Maybe if I knew exactly what limits in MMF you are surpassing in Construct, I'd give it more time... But since I already have years of code base in TGF, there's no real incentive. I'll likely hang around, because this seems like a nice place, and who knows, I may switch sometime in the future.
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Post » Wed Jun 25, 2008 1:50 am

[quote:387nvcfz]I'll likely hang around, because this seems like a nice place, and who knows, I may switch sometime in the future.[/quote:387nvcfz]
you will surrender soon enough. Its such a good place to be :D
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Post » Wed Jun 25, 2008 9:29 am

Why switch when you can use both? Whenever you make a program Construct can't handle, use TGF/MMF and when you want to make a program TGF/MMF can't handle, use Construct. Also, some features that arent found in TGF are layers, multiple "action points", physics, shadows, bump mapping, pixel shaders, built-in real time strategy and selection box movements and quite a bit more still. Construct still lacks a path movement though :( (although paths can still be done by having invisible objects with private variables that give them a waypoint number and then moving the object between the "waypoints" through code)
EDIT: Sorry, I forgot to say hello XD Welcome to Construct!
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Wed Jun 25, 2008 2:24 pm

Well, I suppose I could use both, but I'd have to learn it, and I REALLY don't want to do that again... :? Maybe I will someday, if it gets 3D support. :D Thanks for the welcome!
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Post » Wed Jun 25, 2008 2:55 pm

Actually its not that much to learn, its surprising how similar the coding style is to the Click products, sometimes I find Construct easier even (especially once you start using sub events which can allow better structure and hiding large events when they are minimized)
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Thu Jun 26, 2008 1:50 pm

Yeah its very easy to learn. Let me know when you use 26 alterable values on an object ;)

Oh and try doing 500000 + 0.1 on MMF2. I'm not sure if they have fixed that yet. But I remember asking the guys in the chatroom why it was giving me answer "500001" and they couldn't work it out. Eventually they started telling me they don't care what i think because "i'm only one customer".
NOTE- Whoever said that wasn't a rep of clickteam.

MMF is only good because of the legends that make free plugins for it so its not so crap. :'(

But anyway, i'll probably pledge allegiance to the first to make a quality online plugin (Comon Ash ;))
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Post » Sat Jun 28, 2008 5:16 pm

Like many others, I saw some folks stirring up things about Construct, so I took a look. I have it downloaded and installed on my computer and have taken a quick look around to see what its like, and it indeed has its similarities to MMF, however it is only similar to Clickteam's products as Paintshop Pro is like Photoshop is like Corel Painter is like.... And of course I expected to see people raving about how much they think Construct is better than Clickteam's products. You can see stuff like that on just about any other game design website, even on Clickteam-based sites.

In any case, I was wondering if anyone who's used Construct quite a bit and is more used to its features by now can provide me with a list of features this program has that can help me more in designing the things I'd like to take a swing at instead of with MMF2. I looked up a few posts using the Search feature here and saw a few things, so I'll build off what I saw (from viewtopic.php?f=5&t=550&p=3192&hilit=mmf+construct#p3192 ).

I am rather curious as to how the program coding works with Construct. Despite having taken several programming language courses, they just haven't been my strongest points. =/

I've been hearing a lot about pixel shaders in recent versions of all game design programs. Being an artsy person myself I feel the need to do some research on what they are and how they can benefit me.

Again, if anyone can explain to me some features of Construct that make it stand above MMF2, please feel free to inform me. I've had an itch to make a game that is very much like SNES's Secret of Mana with a three man party with interchangeable characters much like Dot Hack games. If its possible that in Construct its easier to make AI pathfinding so characters move around obsticles to keep up with the lead character, that would be great. Or maybe its easy enough in MMF and I just haven't figured it out yet. I used to be rather proficient with MMF, but its been a few years with some lifestyle changes, so I really just ghost around communities. But the urge and desire is still there, just like an old crush.

Things that I'm not really interested in hearing about are...

- Price: I don't care that its free, or that something else costs tens of millions of dollars. I grew up with Clickteam products since I was 13 (now 25) and had the luxory of listening to different users who were of similar age complain about how they couldn't afford $100 or find a way to convince their parents to buy it for them, and that they'd rather stick with their free pirated copy of TGF. I'll probably continue buying Clickteam's products anyway simply to support their cause.

- Interface: Every new program you use has its own design and methods of function, and if we truely desire the power of said program we force ourselves to learn them. Although I do think the event screen in Construct is cleaner than any of Clickteam's products in general, it doesn't bother me that in MMF the Actions menu was to the right of the Tools menu, and you like it better in Construct because its to the left.

- Selling my Product: I've always had the power to distribute and/or sell in the past. I do agree that the people who designed the program who helped me design my self-proclaimed masterpiece should get some recognition, even if they do ask that I include some sort of hard-to-find banner in my game. Though, I do think that if I made something that was truely a masterpiece it would seem rather silly to send my stuff out in mass production with file properties saying "This guy didn't make this, we did. Now buy our stuff and make us money!" unless I paid another couple hundred dollars.

If anyone would like to lend a hand in helping me settle my mind on which tool to use, feel free to post or send a private message. You'll receive my thanks.

Also, if anyone would like some cheapo sprite assistance, let me know as well.
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Post » Sat Jun 28, 2008 6:39 pm

[quote="Chamzel":jssza63n]In any case, I was wondering if anyone who's used Construct quite a bit and is more used to its features by now can provide me with a list of features this program has...[/quote:jssza63n]

Construct is quite differently designed, so the list would be very long! However, a very much non-exhaustive list of Construct's strong points amongst other game creators would include:
- Sub-events
- Re-usable event sheets
- 'For', 'While', 'For Each' loops (in a single condition)
- Designed entirely around a hardware-accelerated engine & pixel shaders; advanced effects like full-display or per-layer zoom, motion blur, skew, bumpmapping, dynamic lighting & shadows, etc
- Flexible behaviors engine (formerly 'Movements'): every behavior is a plugin with unique actions, conditions and expressions
- Containers engine to make picking groups of instances very easy
- Simple expression syntax; parameter editing in a list; useful expression facilities such as string concatenation ('&' operator)
- Function object for advanced eventing (condition aliasing, pick-preserving function calls, expression functions...)
- No limits on variables, objects, events...
- Built-in inline Python scripting
- Proper timing engine for consistent gameplay speed on all computers, even with V-sync and differing framerates - including TimeDelta expression

[quote:jssza63n]I've been hearing a lot about pixel shaders in recent versions of all game design programs[/quote:jssza63n]
They're just effects, like Monochrome. Add Monochrome to an object, and it appears black & white. This is done at runtime, and uses fancy hardware, so us geeks get excited over it. Most of the effects run very fast!
Scirra Founder
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Post » Sun Jun 29, 2008 3:13 am

Good enough for me. Let's have at it then.
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Post » Mon Jul 07, 2008 4:29 pm

[quote="Chamzel":24mrujkn]Good enough for me. Let's have at it then.[/quote:24mrujkn]

HAHA! :mrgreen: This is funny!
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