Need some morale boosting [:^(]

Discussion and feedback on Construct 2

Post » Sat May 05, 2012 7:33 pm

I recently came to the conclusion that Construct 2 in its current state didn't have the capabilities that I needed, and so I bit the bullet and bought Multimedia Fusion 2.

Now I'm completely disillusioned! I used The Games Factory many year ago, and tried the MMF2 demo, and thought it was great. Love the storyboard editor, sprite editor, level editor, per pixel collision, but I absolutely hate hate HATE the event editor!!!

Construct 2 has spoiled me completely!!! If I want to have an object rotate toward the mouse cursor for example, I don't have to write any expression. It takes less than a minute, and doesn't require any real thought. MMF2, however, I have to write some kind of expressions, which I simply do not understand... I asked on their forum, and some of the help I got was:

"0-ATan2(YMouse-Y( "Active" ), XMouse-X( "Active" ))"

And unfortunately that doesn't mean much to me.

The sad thing is that I have the exact opposite feelings for Construct 2. Absolutely love the event editor, and what it can do, but for what I want to do, I need to be able to export files out as .exe and have per pixel collision. I also bought the IOS exporter, as I'm looking to produce for both the iPhone and Android. I understand Construct 2 is still in development, but I'm kind of stuck in a rut. I don't know which direction to go in.

So really, and honest opinion please, based on the facts... Do I go with Construct or Multimedia Fusion?

I know people might find it odd me asking that here... and the responses may be bias, but I recall a blog saying topics like this are acceptable... so hopefully I'll hear some straight forward responses...AnD4D2012-05-05 19:36:41
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Post » Sat May 05, 2012 8:53 pm

Yeah, topics like this are fine. We don't censor discussion of other tools here.

Ashley has said they're going to look into making an EXE exporter when awesomium 1.7 comes out. Directcanvas and cocoonJS are also in the works to improve mobile performance. As for per-pixel collisions, why do you need them?

My recommendation, of course, is to stick with C2. ^^ If nothing else, the ease of development I think is far more important than the need for per-pixel collisions - which is something there's a good chance you can fake, anyway.Arima2012-05-05 20:55:53
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Post » Sat May 05, 2012 9:15 pm

Hi Arima,

I really want per pixel collision because I like the way I can just create the sprite in photoshop, put it into the program, and then have it automatically be perfect, especially with the box2d physics.

For example... if I put the following object down:

http://dl.dropbox.com/u/50465867/Maze/Maze.png

and I use the left and right arrow keys to rotate it. Now, if I want to have a ball with physics move around the level... how exactly do I do this in C2? I can do this in MMF2, but it's a real pain seeing as Box2d isn't seamlessly integrated. It would take around 5-10 minutes.

If I had per pixel in C2, it would take seconds (Like I said, I love the editor).

This is just a short example. What if I wanted to have the maze massive, and a lot more complicated, with multiple animations?

Hope I made sense. If there is a way to do this, then I'm happy. I really really want per-pixel, but understand it's hard with HTML.
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Post » Sat May 05, 2012 10:07 pm

In CC we have per-pixel collision, C2 will have it in the future? Anyone one knows if Ashley talked about that?
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Post » Sat May 05, 2012 10:22 pm

@Metal_X - Ashley has said of that JavaScript both isn't fast enough and doesn't allow for certain operations that they used to make construct classic's collision detection so fast.

@AnD4D - I'm a little surprised that works in MMF - have you actually tried it? As far as I thought I understood it, physics are generally a polygon based affair, or straight math in the case of a circular object. Construct classic has per-pixel collisions, but it requires the use of polygons for collisions when using physics, so it wouldn't take seconds regardless.

Technically you could fake it by using physics object 'tiles' to make up the level, but it's true it wouldn't be a simple as you describe - you would likely have to set up the levels by hand the same way you would put together a level based on sprite tiles.
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Post » Sat May 05, 2012 11:52 pm

MMF2 doesn't have a very good box2d integration, but it has a bounce movement which I am using as an example. I just tried it out and was able to get close to what I want, but ideally I really want box2d... you're probably right that it needs polygon collision.

Maybe there's not a program out there that will do what I want it to do... which really is a shame. If I could combine C2 and MMF2... *SNIFF*... I would be so happy

Sprite based... multiple tiles. I've tried that before, but I really struggled to get a perfect line up of all the different tiles.

You know what...? Challenge accepted! I'm going to try to build exactly the same game using both MMF2 and C2, and document the whole progress! Let's see which is best!
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Post » Sun May 06, 2012 1:14 am

What would you want to combine from MMF, if it doesn't do per pixel collisions for physics either, and for what reasons? The bullet behavior in C2 has a bounce option, BTW.
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Post » Sun May 06, 2012 1:28 am

Construct 2 or MMF2...hmm...Construct Classic!
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Post » Sun May 06, 2012 2:41 am

I think the dream of "Construct it once and play everywhere" is a bit far yet :( I still have my doubts if html5 is the final solution for "ultimate multiplatform awesomeness". But no matter what I'll keep following C2 closely :) Kiyoshi2012-05-06 02:42:29
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Post » Sun May 06, 2012 3:40 am

I think manually assembling the level isn't that hard... there really isn't much need for per-pixel collisions.
Seriously, considering how nice C2's interface is, it is really worth staying here. The developers actually care about the product, and there is a great community to boot.
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