In defense of Construct 2

Discussion and feedback on Construct 2

Post » Wed Jul 22, 2015 3:03 pm

Lunatrap wrote:wow this got big 0:

i will just add more examples of Unity stupid things

THE GODAWFUL!! Input manager!! oh sweet mother of bambi, the input system for Unity is a big BIG mess!! and cant be change in runtime, there are some input managers in the assets store, so be prepared to pay 30$ if you want your game to look professional

The community! i asked for help 3 times, none got a single answer, here in scirra, there will be atleast 1 answer


You have no idea how many days I spent working on base code trying to address this issue. I don't understand how a product of Unitys scale can have such a mind blowing problem. I made my fix to the problem. I then bought other peoples fixes to learn some more. In the end, it looks like most solutions are a mess of polling. But, Unity is about making money. I feel construct, given its intimate size, is much less about that. Unity doesn't need to address half the problems it has because it can make money off of other people doing the work and selling assets.

To be sure. The C2 community is by far much more helpful. People actually talk and share on these forums. Unity can involve alot of asking questions and not getting answers.
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Post » Sat Jul 25, 2015 10:15 am

ruskul wrote:YES! This * 1000+ I tend to use a prolific number of event sheets, but bigger projects just don't work as smoothly.


@Ribis - I understand it is quite easy to make a Mario "Like" game. But I am unconvinced you "cloned" it; A clone is an exact functional copy. A perfect cloning would even include common glitches that occured as a result of how collisions were detected and resolved.

I am quite certain, given your diddy kong country example, that you did a great job on the super mario world game. But I won't budge on what I said. You CAN"T make a mario CLONE without a custom collision system.

So far, it seems that people have taken my statement as a sign of ignorance, that I don't know how to use construct. This is far from the truth. I personally have made the mario 3 collision system, both using the sdk and using events. We are talking 1000s of events. The platformer behavior cannot be used to clone mario. It resolves collisions all wrong and lacks the right tools to handle proper resolution.

Can it be used to make a mario like game? YES. yes yes yes. But it cannot be used to clone mario.

Now to beat a dead horse further to death... for those who missed my original point: Becuase it (contruct 2) can't even clone a simple old game using behaviors, my point is that it can't be used to make ceartain new game ideas. A point that is painfully clear to me as I have yet to be able to make a game and not also have to make my own collision detection/and or response methods. This is way to cumbersome to do with events. Enter the SDK which is the weakest component of construct 2. Enter my final point, if you are using c2 and the sdk, why not use unity? It has a much better code oriented environment. Why use construct 2 at all? I have my reasons of course, but


well, when I was making the gameplay of the players, I had a similar glitch as the original game (really, but I fixed it, maybe it was a case? bug with animal an barrel scroll)

it's impossible to make a perfect clone of the game, we are using different tools from donkey kong country...for making a perfect clone you have to use the same tools.... but you can make a game looks like the original.... if you make "fake" clone, a normal user can't recognize the difference between the original one...if you do a perfect work

the behavior don't make a game, but make your work easier... you can make a game without a behavior... and if you use it, off course, you have to make events to reach your goal...

when I'm making every game, or every test, I have a method, for example, if I make a "class" of the monster or weapons, I want to make all possible interactions... in my "mario game"(because I used mario player and some sprite from it) for example, if I want to make a new weapons, take to me like 2 minutes because I have all variable and I have to change just graphics(weapon, clip, bullet, shell) and the sound because I made the logic how works all weapons...the same things is for all thing, and in this case construct2 works very well...it's easy to make your own logic in a few minutes and see if works well... with unity take more more time

I see a lot of people complain because construct2 doesn't make a good game, or because of performance... and I don't understand why...

the tool don't make a game, you have to make a game with a tool, and that doesn't mean you don't know how to use construct... you can make the same game with different tool... but you have to make the logic how works the game.... you can reach a result with different way and logic.... we have to find the best way/logic to reach the goal...

when someone complain the performance because someone is making a platform 2d like mario (easy) and says:
"why the performance is bad? i'm making mario blablabla..."

it's better to use another tool like unity, if someone make a big project and the performance get bad, just move in different tool... in unity store there are a lot project like mario style,racing car...etc so, you don't have to code...you have already the script to make your game, and the performance will be just a bad memory :mrgreen:

I complain just the organization of the events, because it's easy to says "use groups, use different page, comment...etc) well, this works if you are make a easy logic of the game...if the player has a easy gameplay like (walk, jump) but when you make 600 events just for the player because of the gameplay, can be pretty hard... because a block of event take a lot of space, and the comment go in top or below... for that, I suggest to make a option like you can choose the color of the single event... will make easier to read the event just by eyes...I don't "feel" good when I'm working with a lot of event block, because I can't see my logic pretty well...
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Post » Wed Jul 29, 2015 10:22 am

@ruskul

hehe, thats sounds about right, exactly my expirience
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Post » Mon Aug 03, 2015 9:41 pm

Ribis wrote:

I complain just the organization of the events, because it's easy to says "use groups, use different page, comment...etc) well, this works if you are make a easy logic of the game...if the player has a easy gameplay like (walk, jump) but when you make 600 events just for the player because of the gameplay, can be pretty hard... because a block of event take a lot of space, and the comment go in top or below... for that, I suggest to make a option like you can choose the color of the single event... will make easier to read the event just by eyes...I don't "feel" good when I'm working with a lot of event block, because I can't see my logic pretty well...


I agree, easy logic is easy to put in events, but complex events get very heavy, even with good organization.
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Post » Mon Aug 03, 2015 9:44 pm

Ribis wrote:...you have already the script to make your game, and the performance will be just a bad memory :mrgreen:




lol so true, offten times there is no shortcut
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Post » Wed Aug 26, 2015 10:35 pm

What exactly is "all wrong" about the collision for a mario game? I mean I'm sure you're right I was just wondering. It seems pretty straight forward, but come to think of it I have to use invisible objects behind my jumper to make it be able to go up stairs or ramps properly.
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