Is Construct the right game engine for me?

For questions about using Classic.

Post » Fri Jun 24, 2011 6:33 pm

Hello,
I am new here and also with construct. Sorry If I will ask something what is already here...
I found this game engine not long ago and now I am trying to learn it. It looks fantastic. I am a non-programmer and programming or scripting is very difficult for me, I am graphic designer.
I am planning to do a classical point and click adventure game. I know now some things are easy to do with construct.
I also find a topic here, where is inventory made. But I dont know - is it possible to make things such inventory, full save/load system, puzzles in game etc... without scripting knowledges? Or it is needed to know a python little bit to make such things?
What do you think - is scirra construct right choice for adventure game for non-programmer?
Thanks
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Post » Fri Jun 24, 2011 7:10 pm

My 2 cents.
There are far easier programs out there if you want to create a point and click adventure (Adventure Game Studio eg). Why try to re-invent the wheel :wink:
If your vision so exceeds your ability, then look to something closer.
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Post » Fri Jun 24, 2011 7:20 pm

Well yes both CC amd C2 are fully capable of creating such a game without a smallest bit of programing knowledge and adventure games are one of the easiest to create in CC. (all based on switches, value checkes, simple pathfinding and edited colision mask + text objects)
As a matter of fact ive created couple of them but none gained atention cuz of my lack of humanoid creation skills ^^
But as Zenox stated - if you are aiming for purely adventure game use AGS instead of CC.
What CC grants you over AGS is the option to mix genhres. So you can add some elements from diffrent kind of games to your Adventure one (like RPG elements or something)

But be warned. CC is quite unforgiving and still buggy. So you have to make backups every now and then and if you are unexpirienced be prepared to waste more time not on the actual creation process but rather on debugging and finding what the hell gone wrong.

I have worked with CC about 5h today. But 4 of that hours was bugfixing.
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Post » Fri Jun 24, 2011 7:34 pm

Adventure Game Studio is not that easy as it sound.

[quote:2w9snkni]But be warned. CC is quite unforgiving and still buggy. So you have to make backups every now and then and if you are unexpirienced[/quote:2w9snkni]

Thats called "Learning" :wink:

[quote:2w9snkni]I have worked with CC about 5h today. But 4 of that hours was bugfixing.[/quote:2w9snkni]
...still learning ;P

but seriously, doing Cybernetic Overload, which took me about two days to make v1.0 from nothing, i had only few crashes - usually with moving objects from one folder to another. or doing mistakes like:

[code:2w9snkni]+ System: Is global variable 'Spawn' Equal to 1
-> Spawn 10 object -> [/code:2w9snkni]
when at startup Spawn was always equal 1.
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Post » Fri Jun 24, 2011 9:07 pm

well i belive that runing past mine field you indeed can call "learning" to some degree ;)
No offence mate but in terms of complexibility Cybernetic Overload is rather simple.
Try to make a RPG on CC then you'll see what i meant :)
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Post » Fri Jun 24, 2011 9:45 pm

Cybernetic Overload is very complex... you have to press the mouse button to shoot ;P
nah i don't like rpg ;P

and i see you played my game. Thanks! :)
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Post » Fri Jun 24, 2011 10:03 pm

[quote:qemwcbqb]well i belive that runing past mine field you indeed can call "learning" to some degree ;)
No offence mate but in terms of complexibility Cybernetic Overload is rather simple.
Try to make a RPG on CC then you'll see what i meant :)[/quote:qemwcbqb]
An RPG is hard in any programming language or maker, it's just not handy that Construct can crash if you haven't learned its quirks yet.

It's good to always keep backups, and to create many smaller games before jumping into a full game of any kind. Also, be careful when updating to the latest version of Construct, you may break parts of your game! :o

For speed-of-creation reasons, it's probably better to use something like Adventure Game Studio for making your game Joxer. However, that doesn't mean Construct can't do it, it just means you have to make alot of the gameplay mechanics from scratch.
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Fri Jun 24, 2011 10:29 pm

The main use of Python at the moment is for high precision calculations, some online use, and the occasional need of a function not provided by existing plugs. So no you don't need to know Python.

As to whether or not Construct is right for you depends on how much control you want to have over everything.
Look at it this way:
Click and point engines = Lincoln Logs
Construct = Leggos

Also I didn't notice any new bug reports on the tracker, so if you get a crash, and you can replicate it, please make a report on the tracker. Otherwise it may never be fixed.
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Post » Sat Jun 25, 2011 5:15 am

[quote="shinkan":36g6cn4m]Cybernetic Overload is very complex... you have to press the mouse button to shoot ;P
nah i don't like rpg ;P

and i see you played my game. Thanks! :)[/quote:36g6cn4m]
played and enjoyed :)
[quote:36g6cn4m]It's good to always keep backups, and to create many smaller games before jumping into a full game of any kind[/quote:36g6cn4m]
that should be a golden rule for the whole Indie GameDeving :) shame i learned that the hard way :lol:
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Post » Sat Jun 25, 2011 9:08 am

thanks for help. I looked on AGS and I didnt find a way how to make some puzzles without scripting. Also AGS support max. 1024x768 resolution. I want 1280x800 or higher.
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