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Post » Tue Mar 09, 2010 4:52 pm

[quote="Genesys":19x0v483]Remember: Construct is free, Game Maker costs 15-16$ and it's old, slow and dirty.
[/quote:19x0v483]

Not if you know how to use google.................... ;)
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Post » Tue Mar 09, 2010 6:43 pm

I would say this community is very active for how many people are in it. Also, it isn't the QUANTITY of the community but the QUALITY. The quality of the Construct community is impressive from what I've seen. Very friendly people.

Besides the technical specifications of Construct being better than Game Maker (some of which have already been mentioned), you will always OWN your games with Construct. With Gamer Maker, you have to buy a new version if you want those new features. If you don't buy the new version but still want SOME (only some because you don't get everything if you don't pay) of the new features, then you get a big banner that said you used Game Maker. For me, that was a big deal. It didn't feel like I'd actually own my game.

So Construct is faster, stronger, and is getting improved all the time while still being free as in freedom AND price. GameMaker is old (older DirectX and lack of features), slower (VERY slow), and makes you pay again and again if you want anything improved. Sure, Construct doesn't have as many finished games to show off, but there will be, oh yes, there will be!
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Post » Wed Mar 10, 2010 2:55 am

My two cents:
One thing I do miss about Game Maker over construct, among other minor things, is that you can explicitly control how to handle drawing events for objects: where as you can draw another object, or clones of the object, or nothing at all...

My two most missed applications of the above feature are one:
-Pasting a grass sprite (for example) and it draws randomly sized and colored copies around itself. You can quickly make entire fields of grass this way, or apply the same technique to make an epic explosion look soo much cooler...

Idk, the main thing I liked about GM was how tight it was with GML. It just worked. (And the syntax was close to C based languages, the learning curve is next to nothing)


But.... The loading screens (no matter how short) are nothing short of downright tacky (Especially if you are like me and tried to develop a semi-professional feeling application with it). And then, there is no native support for windows forms, and GM is beginning to seem more bloated with every new version (considering the runtime alone is 2.53 megs).

The real reason I made the switch: Rapid prototyping. Seriously, this gives a whole new meaning to the word. If youve never participated in an one-hour game-making compo, or have never even heard of such a thing, then youve never heard of this program (or its lame cousin MMF/TGF). And considering I dont have tons of free time anymore, Construct just makes sense.
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Post » Wed Mar 10, 2010 3:14 am

Use construct, because it doesn't have that annoying preloader that game maker has that runs everytime you run your game. It takes like 10 -15 seconds to load each time! It doesn't sound like a lot but it gets annoying when youre just trying to change minor things like the jump height of a character.
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Post » Wed Mar 10, 2010 3:15 am

[quote="StAtrill":2hfvpto0]My two cents:
One thing I do miss about Game Maker over construct, among other minor things, is that you can explicitly control how to handle drawing events for objects: where as you can draw another object, or clones of the object, or nothing at all...

My two most missed applications of the above feature are one:
-Pasting a grass sprite (for example) and it draws randomly sized and colored copies around itself. You can quickly make entire fields of grass this way, or apply the same technique to make an epic explosion look soo much cooler...

Idk, the main thing I liked about GM was how tight it was with GML. It just worked. (And the syntax was close to C based languages, the learning curve is next to nothing)
[/quote:2hfvpto0]
First of all, I'm sure you can do something like that with the grass in Construct.

Second, GML can be a very confusing language to read and work with. Also, GM does not compile code for the computer. Its .exes contain a an interpreter and the actual sheet of GML code. It has to translate everything for the computer constantly. This makes it much slower than compiled languages like C++.

Just thought those were worth stating.
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Post » Wed Mar 10, 2010 11:56 am

It's worth noting events are "interpreted", but it's a grey area between interpretation and compilation. Actions, conditions and expressions are run in compiled plugin code, but the overall event sheet is interpreted (ie. choosing when to run which actions, conditions and expressions).

Since running events happens at the same time as rendering the screen, though, I doubt many games are limited in speed by events. Rendering usually takes longer, which means you get your events processed "for free".
Scirra Founder
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Post » Wed Mar 10, 2010 4:06 pm

[quote="Mr Wolf":2d4im419]I would say this community is very active for how many people are in it.[/quote:2d4im419]

Agreed. There might only be a handful of regulars, but we're very regular regulars :P

And the main reason there aren't more people here is because it's still in beta. Give it time.

[quote="StAtrill":2d4im419]the main thing I liked about GM was how tight it was with GML. It just worked. (And the syntax was close to C based languages, the learning curve is next to nothing)[/quote:2d4im419]

Next to nothing if you know C maybe... otherwise it might as well be moon language :P.

Anyway, my biggest beef with GM is you quite literally can not make a decent game without learning GML. Yes, you can make some amazing stuff if you're a GML junkie, but the default drag and drop event system in GM is total garbage. Go ahead, prove me wrong...
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Post » Wed Mar 10, 2010 4:25 pm

Yes, but I AM one of those GML junkies.
Is there an equivalent to GML in construct? If it is a program specific anguage like GML then that would be good, as the only other language I know is basic python :( (terminal/command line based - no TkInter for me)

So:
Faster [check]
Free [check]
Compiled [check]
No annoying loading screen [check]
Online [NO] :(
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Post » Wed Mar 10, 2010 4:58 pm

[quote="CloudWolf":21rzszd6]Is there an equivalent to GML in construct? If it is a program specific anguage like GML then that would be good, as the only other language I know is basic python :([/quote:21rzszd6]

Well, no there is no Construct equivalent to GML, but... um... there is Python... so...

You did know that Construct could use Python, right? :)
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Post » Wed Mar 10, 2010 5:28 pm

Last time I heard, Python in Construct is very weak/limited and need's alot of improvement's.
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