It´s Construct 3 for me?

0 favourites
From the Asset Store
Casino? money? who knows? but the target is the same!
  • Hello, I´m new here, I currently use GameSalad and I am evaluating changing engine, although I think GS is great, now I need an engine that gives me more possibilities.

    I'm evaluating using Construct 3, I want to focus on 2D games, for me this is a big step and that is why I want to be as safe as possible. For this reason, I made a list of things that I would like to be sure are possible in C3 and also that these are not a dark science

    I appreciate the answers you can give me to each of these points (these go in no particular order):

    1- when developing for mobile devices, you have to adapt to many resolutions and different aspect ratios, how do you solve this in C3?

    2- the process of exporting to the different platforms (iOS, Android, PC, Steam, Consoles?) that is so simple or complicated? C3 provides everything necessary?

    3- in terms of performance, in case you want to use physics with tens or hundreds of objects interacting and colliding, how does it behave? Is there any "but" in this area?

    4- in GameSalad, if you want to make a pixelated game you can not scale the sprites, because GS does not have the "neighbor neighbor" resample mode, that is, it does not keep the hard edges. How is it in C3?

    5- I know that multiplayer projects in real time are out of my reach, however I would like to be able to make games with multiplayer offline or in turns, is it possible to develop them with C3 comfortable way? What is required?

    6- I would like my games to access an external web or database, and get information from outside the app, is this possible? It is contemplated?

    7- Are push notifications available? this is something missing in GameSalad

    8- Finally, GameSalad has tables, which allow the entry and management of game data in a very comfortable way, being able to export them and import them from a spreadsheet. Is there something similar here?

    I have many more things that I would like to know, however these are the core and I would like to be sure that they are available in C3 before taking the leap.

    Thank you very much!

  • I started out using game salad and to be honest I can't even compare them as game salad is way too limited and construct is so much more user friendly and powerful imho. I now have my own company making games for a living and construct is one of the biggest reasons that I achieved that. So I strongly recommend switching over.

    1. There are tons of questions about this. But I usually just make a 16:9 game and use scale outer or scale inner depending on what type of game it is and with some simple tweaks your game will fit any screen perfectly

    2. Exporting is one of constructs biggest flaws. Exporting to steam and web is very easy and mobile isn't that hard either if you know how to optimize your code. But exporting to consoles isn't really possible atm without third party porting. You can release UWP on xbone but it isn't optimal. My game that is waiting to be released through IDcbf@xbox is still waiting for the missing features in the engine and it has been a year now. But I've heard great news about simple porting for construct games so I hope we'll see some real console releases soon.

    3. Can't say much about that amount of physics objects as I haven't stressed tested it. But I had no problems working with physics with reasonable amounts of objects at least

    4. Conctruct has letterbox scaling so making a pixellated game is no problem and you can scale it however you want remaining hard sharp edges as nearest neighbour is supported.

    5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    6. You can do that easily with ajax for example. There are many different solutions and isn't hard at all.

    7. I use third party plugins for push notifications and it works great, not sure the official plugins support it though.

    8. C3 has visual list builders where you can make tables and stuff for your game so you should feel right at home with that.

    This might sound like construct is all perfect which it is not, but it is improving all the time and is by far the easiest game engine on the market. I use unity and unreal but for all 2d projects construct is the fastest and easiest by far.

    Anyway, that is my thoughts on it. I hope you'll end up happy whatever engine you choose. Good luck!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello, I´m new here, I currently use GameSalad and I am evaluating changing engine, although I think GS is great, now I need an engine that gives me more possibilities.

    I'm evaluating using Construct 3, I want to focus on 2D games, for me this is a big step and that is why I want to be as safe as possible. For this reason, I made a list of things that I would like to be sure are possible in C3 and also that these are not a dark science

    I appreciate the answers you can give me to each of these points (these go in no particular order):

    1- when developing for mobile devices, you have to adapt to many resolutions and different aspect ratios, how do you solve this in C3?

    2- the process of exporting to the different platforms (iOS, Android, PC, Steam, Consoles?) that is so simple or complicated? C3 provides everything necessary?

    3- in terms of performance, in case you want to use physics with tens or hundreds of objects interacting and colliding, how does it behave? Is there any "but" in this area?

    4- in GameSalad, if you want to make a pixelated game you can not scale the sprites, because GS does not have the "neighbor neighbor" resample mode, that is, it does not keep the hard edges. How is it in C3?

    5- I know that multiplayer projects in real time are out of my reach, however I would like to be able to make games with multiplayer offline or in turns, is it possible to develop them with C3 comfortable way? What is required?

    6- I would like my games to access an external web or database, and get information from outside the app, is this possible? It is contemplated?

    7- Are push notifications available? this is something missing in GameSalad

    8- Finally, GameSalad has tables, which allow the entry and management of game data in a very comfortable way, being able to export them and import them from a spreadsheet. Is there something similar here?

    I have many more things that I would like to know, however these are the core and I would like to be sure that they are available in C3 before taking the leap.

    Thank you very much!

    For "2.", if exporting for Android with ads, it's currently not working. If exporting for iOs, you need a whole different Mac computer running XCode. So no, not easy.

  • For pure 2D games (PC, Steam, Facebook) then Construct is perfect!

    For iOS and android I believe it is good now (I have not tried the build in builder, just used C2 and it worked, but not perfect)

    For 3D games it is big NO NO.

    For console games also no no

    Multiplayer games is possible. But I have still not seen any impressive multiplayer games made by construct, so maybe serious developers making those kind of games uses different engines.

    To be honest construct is mostly for indie devs as I see it, but it sounds you are one so it will fit you perfectly.

    Soon there will be a totally new runtime as well. If that will be an huge improvement with lots of new features and astonishing better performance, or just slightly better performance but lots of bugs we will see... Hopefully the first one!

  • > Hello, I´m new here, I currently use GameSalad and I am evaluating changing engine, although I think GS is great, now I need an engine that gives me more possibilities.

    > I'm evaluating using Construct 3, I want to focus on 2D games, for me this is a big step and that is why I want to be as safe as possible. For this reason, I made a list of things that I would like to be sure are possible in C3 and also that these are not a dark science

    >

    > I appreciate the answers you can give me to each of these points (these go in no particular order):

    >

    > 1- when developing for mobile devices, you have to adapt to many resolutions and different aspect ratios, how do you solve this in C3?

    >

    > 2- the process of exporting to the different platforms (iOS, Android, PC, Steam, Consoles?) that is so simple or complicated? C3 provides everything necessary?

    >

    > 3- in terms of performance, in case you want to use physics with tens or hundreds of objects interacting and colliding, how does it behave? Is there any "but" in this area?

    >

    > 4- in GameSalad, if you want to make a pixelated game you can not scale the sprites, because GS does not have the "neighbor neighbor" resample mode, that is, it does not keep the hard edges. How is it in C3?

    >

    > 5- I know that multiplayer projects in real time are out of my reach, however I would like to be able to make games with multiplayer offline or in turns, is it possible to develop them with C3 comfortable way? What is required?

    >

    > 6- I would like my games to access an external web or database, and get information from outside the app, is this possible? It is contemplated?

    >

    > 7- Are push notifications available? this is something missing in GameSalad

    >

    > 8- Finally, GameSalad has tables, which allow the entry and management of game data in a very comfortable way, being able to export them and import them from a spreadsheet. Is there something similar here?

    >

    > I have many more things that I would like to know, however these are the core and I would like to be sure that they are available in C3 before taking the leap.

    >

    > Thank you very much!

    >

    For "2.", if exporting for Android with ads, it's currently not working. If exporting for iOs, you need a whole different Mac computer running XCode. So no, not easy.

    Did you try it? As far as I know, android with ads is working.

  • >

    > > Hello, I´m new here, I currently use GameSalad and I am evaluating changing engine, although I think GS is great, now I need an engine that gives me more possibilities.

    > > I'm evaluating using Construct 3, I want to focus on 2D games, for me this is a big step and that is why I want to be as safe as possible. For this reason, I made a list of things that I would like to be sure are possible in C3 and also that these are not a dark science

    > >

    > > I appreciate the answers you can give me to each of these points (these go in no particular order):

    > >

    > > 1- when developing for mobile devices, you have to adapt to many resolutions and different aspect ratios, how do you solve this in C3?

    > >

    > > 2- the process of exporting to the different platforms (iOS, Android, PC, Steam, Consoles?) that is so simple or complicated? C3 provides everything necessary?

    > >

    > > 3- in terms of performance, in case you want to use physics with tens or hundreds of objects interacting and colliding, how does it behave? Is there any "but" in this area?

    > >

    > > 4- in GameSalad, if you want to make a pixelated game you can not scale the sprites, because GS does not have the "neighbor neighbor" resample mode, that is, it does not keep the hard edges. How is it in C3?

    > >

    > > 5- I know that multiplayer projects in real time are out of my reach, however I would like to be able to make games with multiplayer offline or in turns, is it possible to develop them with C3 comfortable way? What is required?

    > >

    > > 6- I would like my games to access an external web or database, and get information from outside the app, is this possible? It is contemplated?

    > >

    > > 7- Are push notifications available? this is something missing in GameSalad

    > >

    > > 8- Finally, GameSalad has tables, which allow the entry and management of game data in a very comfortable way, being able to export them and import them from a spreadsheet. Is there something similar here?

    > >

    > > I have many more things that I would like to know, however these are the core and I would like to be sure that they are available in C3 before taking the leap.

    > >

    > > Thank you very much!

    > >

    >

    > For "2.", if exporting for Android with ads, it's currently not working. If exporting for iOs, you need a whole different Mac computer running XCode. So no, not easy.

    >

    Did you try it? As far as I know, android with ads is working.

    I did. I purchased my C3 license on Saturday with the sole intention of using the new C3 build system with Admob integration. I wasted a full Saturday until I found there is a known bug in the native Admob plugin - awaiting a fix.

  • I haven't used the native ads plugin but with the ultimate ads plugin it works like a charm. I don't care if it costs me a few extra bucks, it is super easy to use and you have ads in your game in no time. There are construct games with millions of downlaods in the app stores and they use ads as well. I stand by it, publishing to mobile is easy once you know what you are doing.

  • JLH1964 Sorry to hear that. What was the bug? Did you report it?

  • JLH1964 Sorry to hear that. What was the bug? Did you report it?

    Another user already reported the issue. It's supposedly fixed and will be in r90.

    I guess it's frustrating for me because I was initially against the subscription model as I didn't want to waste my allotted time if C3 was as buggy as C2. So after being constanly told to "get over it" and C3 was wonderful, I swallowed my pride and bought a license. The same day I go my license, I was blocked by the Admob bug.

    So here we are 5 days later, still blocked and still paying.

  • > JLH1964 Sorry to hear that. What was the bug? Did you report it?

    >

    Another user already reported the issue. It's supposedly fixed and will be in r90.

    I guess it's frustrating for me because I was initially against the subscription model as I didn't want to waste my allotted time if C3 was as buggy as C2. So after being constanly told to "get over it" and C3 was wonderful, I swallowed my pride and bought a license. The same day I go my license, I was blocked by the Admob bug.

    So here we are 5 days later, still blocked and still paying.

    It should be fixed then, the latest version is 90.2 : https://www.construct.net/tr/make-games/releases

    https://www.construct.net/tr/make-games ... s/beta/r90

  • >

    > > JLH1964 Sorry to hear that. What was the bug? Did you report it?

    > >

    >

    > Another user already reported the issue. It's supposedly fixed and will be in r90.

    >

    > I guess it's frustrating for me because I was initially against the subscription model as I didn't want to waste my allotted time if C3 was as buggy as C2. So after being constanly told to "get over it" and C3 was wonderful, I swallowed my pride and bought a license. The same day I go my license, I was blocked by the Admob bug.

    >

    > So here we are 5 days later, still blocked and still paying.

    >

    It should be fixed then, the latest version is 90.2 : https://www.construct.net/tr/make-games/releases

    https://www.construct.net/tr/make-games ... s/beta/r90

    Thank you! I will test when I get home <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • casualevolution

    Hey there, fellow GameSalad user here (have been using it for more than 7 years).

    Construct 3 is a fantastic tool with a lot more depth and power than the GameSalad Creator. The way you build your logic is a bit different but way smarter. Also the developers are incredibly open and active. In my opinion C3 is well worth the cost and I can't recommend it enough!

    One thing to keep in mind with C3 is that even though you can export for a variety of target platforms, the result will always be a pure or wrapped web application. This results in some problems (e.g. performance on some mobile devices) of which some can be circumvented and some can't (at least not easily).

    Personally I am willing to put up with this because C3 is an awesome tool with a bright looking future by great developers. Right now a new runtime is in development and it's already showing promising results.

  • JLH1964 No problem!

  • I started out using game salad and to be honest I can't even compare them as game salad is way too limited and construct is so much more user friendly and powerful imho. I now have my own company making games for a living and construct is one of the biggest reasons that I achieved that. So I strongly recommend switching over.

    Ok! thank you

    1. There are tons of questions about this. But I usually just make a 16:9 game and use scale outer or scale inner depending on what type of game it is and with some simple tweaks your game will fit any screen perfectly

    Yes this work, but if your game have circles, the stretch can be notorious

    2. Exporting is one of constructs biggest flaws. Exporting to steam and web is very easy and mobile isn't that hard either if you know how to optimize your code. But exporting to consoles isn't really possible atm without third party porting. You can release UWP on xbone but it isn't optimal. My game that is waiting to be released through IDvyt@xbox is still waiting for the missing features in the engine and it has been a year now. But I've heard great news about simple porting for construct games so I hope we'll see some real console releases soon.

    This is my biggest fear

    C3, can generate .exe?

    C3, can integrate with Steam? included achievements?

    C3 export to iOS with out a Mac? or how?

    3. Can't say much about that amount of physics objects as I haven't stressed tested it. But I had no problems working with physics with reasonable amounts of objects at least

    4. Conctruct has letterbox scaling so making a pixellated game is no problem and you can scale it however you want remaining hard sharp edges as nearest neighbour is supported.

    OK!

    5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    OK! but you need program something outside C3? or anything are "include in the pack"

    6. You can do that easily with ajax for example. There are many different solutions and isn't hard at all.

    7. I use third party plugins for push notifications and it works great, not sure the official plugins support it though.

    8. C3 has visual list builders where you can make tables and stuff for your game so you should feel right at home with that.

    OK!

    This might sound like construct is all perfect which it is not, but it is improving all the time and is by far the easiest game engine on the market. I use unity and unreal but for all 2d projects construct is the fastest and easiest by far.

    Anyway, that is my thoughts on it. I hope you'll end up happy whatever engine you choose. Good luck!

    congrats for 8Bit Fiesta! I´m looking in Steam.

    do you have other games published? maybe one on iOS?

  • For pure 2D games (PC, Steam, Facebook) then Construct is perfect!

    Ok! Then exporting to these platforms will be easy?

    For iOS and android I believe it is good now (I have not tried the build in builder, just used C2 and it worked, but not perfect)

    I'm a little afraid of this, exporting to mobile devices, especially iOS, is fundamental

    Is it a very cumbersome process?

    For 3D games it is big NO NO.

    No problema at all, I want to make 2D games

    For console games also no no

    Now this does not seem to be a problem, of course tomorrow, if one hits it, it can be

    Multiplayer games is possible. But I have still not seen any impressive multiplayer games made by construct, so maybe serious developers making those kind of games uses different engines.

    To be honest construct is mostly for indie devs as I see it, but it sounds you are one so it will fit you perfectly.

    Ok, I understand, but I would like to be able to develop some offline turn based game, there are no commercial example of that? In features mentioned multiplayer

    Soon there will be a totally new runtime as well. If that will be an huge improvement with lots of new features and astonishing better performance, or just slightly better performance but lots of bugs we will see... Hopefully the first one!

    hehe "soon" this is another word that scare me

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)