How many of you guys HATE using C2?

Discussion and feedback on Construct 2

Post » Thu Jan 01, 2015 1:05 am

if there is a bug/prolem you have
just put it in the fourms i bet atleast one person will awnser
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Post » Thu Jan 01, 2015 1:43 am

I actually really enjoy C2. There are a couple of things i wish would change to make it more streamlined but, still good.
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Post » Thu Jan 01, 2015 11:38 pm

Lunatrap wrote:HI! im glad to see that you guys have a lot to say n.n

fisrt of all, I LOVE C2 im not putting my faults on c2 , in fact im very good at fixing bugs and problem solving, but sometimes i see things made by programmers, and it puts everything i have done into shame, for example how would you make the AI of Age of Empires 2 on C2? game like Transistor wich has some extremely complicated mechanics? its a pain in the butt make an isometric game in C2, let alone all the mechanics of Transistor.

The biggest thorn in my foot, its complicated math, i dont know how you guys would use sin() , cubic(a, b, c, d, x), qarp(a, b, c, x) etc
i still have problem with lerp and clamp :P

im doing my best, but im afraid that when my game come out, people will make fun of me for making the game on Cosntruct 2.
many people see engines like Contruct2 and Game Maker as baby toys, i dont like it :/

if i could find a programmer to take my place, i would do it, i think im putting in danger all the work of my boyfriend, the pression sometimes crushes me :P



When your game is completed, there is no way anyone will know what you used to create the game. A game made in Construct can look and play exactly the same as a game from game maker, rpg-maker, unity, or even custom made engines. The issue comes from people advertising what engine they used which then starts stereotyping games. These engines get bad reputations because sadly, it is very easy to make a bad game. I always advise keeping the engine you used confidential. No need to tell the people you sell your product to how it was made. All they need to know about and see is the final result.



The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later. Construct does not allow this. What is worse, is it is very difficult if not impossible to reuse events/"code" between projects.
In unity/game maker for example I can script/code entire game elements and easily swap and use those with any game and any set of art materials.
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Post » Thu Jan 01, 2015 11:50 pm

jayderyu wrote:No image atlas. I personally believe that binding the imags to the sprite is the wrong design. Instead images should be atlas by the developer and sprites then reference images in the sheet/atlsas.

There is no modularity. it's annoying to pop in designed works. I need to duplicate the objects before copy/pasting an event sheet. currently I just have a master game frame work that does a lot of the gui work done.

Agree 1 million percent with these.
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Post » Fri Jan 02, 2015 12:15 am

Tylermon wrote:
The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.


What does this mean?

I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

Do you mean something different from that?
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Post » Fri Jan 02, 2015 12:16 am

Tylermon wrote:The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.


Just do what I do and work with blocks of different colours. And for animations just have different events sheet with those, which you call with functions.
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Post » Fri Jan 02, 2015 1:01 am

ggibson1 wrote:
Tylermon wrote:
The thing I HATE about construct, is I can't create my set of controls/behaviors/game logic without art. I'm the type that likes to get the logic done and working and connect the art to it later.


What does this mean?

I built my game with placeholder art (static single images instead of full animations) until recently when I bought / made all the art and replaced the placeholders with the final art.

Do you mean something different from that?



Placeholder images are still less than ideal. I work with spriter files for almost all my animations. Changing these files to final animations can be tricky. I have to copy all the events, delete the spriter file and events, import the new animation with the same name as the deleted, paste the old events and hope everything carries over properly and no events were accidentally missed.

I have seen projects on these forums with thousands of events. Having to copy and go through many lines and pages of events would become a huge chore just to copy and change a single file. Even a small change to an animation can become a big job in itself.
This is a limitation I don't have with any other engine.

There is no easy way to replace one object with a new object and have all the events properly change over.
There is also no way to create the events without the art asset(placeholder or not).
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Post » Fri Jan 02, 2015 1:29 am

Tylermon wrote:There is no easy way to replace one object with a new object and have all the events properly change over.
There is also no way to create the events without the art asset(placeholder or not).


I have not tried using Spriter yet so I cannot speak to how that effects things.

I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.
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Post » Fri Jan 02, 2015 1:54 am

ggibson1 wrote:
Tylermon wrote:There is no easy way to replace one object with a new object and have all the events properly change over.
There is also no way to create the events without the art asset(placeholder or not).


I have not tried using Spriter yet so I cannot speak to how that effects things.

I do have thousands of events and do use the "replace object" option from time to time... mostly I do not need to because most of my events are in functions that refer to a Family and Family instance variables / behaviors instead of a specific Sprite or whatever even if the Family has only one Sprite in it... that allows me to separate the logic from the individual object types.



I may have to put more things into families perhaps. A few things I don't typically bother with due to only having a single object that would go in the family, but I may need to form a new habit as a workaround to issues down the road.

Replacing spriter objects won't work sadly. It may in some cases but I doubt it, there are a large number of files imported and associated with a spriter object (a number of images, the object itself, and two spriter files)

In general however, if I have a number of events and wish to change them all to instead of applying to object/family A and change them all to object/ family B, I don't believe there is an easy way to do this.

I also don't believe there is an easy/viable way of using events from one project in another.
It would be interesting to be able to import and export event sheets. Possibly generating blank assets to associate with them.
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