[quote="Ashley":30oenvrd]Well, why not write your games in C++? (...)
So if you know C++ even with more years experience than me what are you going round using IDEs for?
Because it takes a lot time, and i dont have much of that resource. Not to mention i have absolutely no experience with DirectX, and very little with Opengl. But i think theres a misunderstanding here, so let me explain.
If it wasnt for Game Maker, i would focus on using one of game/graphics framework libraries, like SFML, HGE or even Ogre. So why am i using GM, if its so slow and doesnt have advanced graphical features like shaders? Because GM is even higher level than those libraries. Which means it does even more work done for you. Ive been experimenting with various libraries for years now, so when i recently got around trying GM, i was amazed how fast it is to develop in. And not only that, but its also an IDE (albeit rather simple one) - it lets me easily manage objects (and their events), resources and rooms. But even if it was without the IDE, just a C++ library, i would still use it, because of how high level it is.
Now, Construct looks alot like GM in that it is a game engine/library with an IDE. Its big advantages over GM are speed and more advanced graphics engine. However, the downside is that it doesnt let me to access its 'library' functions through scripting, like Game Maker does through GML. Instead, it 'forces' me to use this event system akin to GMs action drag and drop system, which i always abhorred. This is why am i so... well, disappointed, i guess, although thats a bit too strong of a word.
[quote="Ashley":30oenvrd]Actually kwarn reminded me of another point; using the plugin SDK you can design behaviors and plugins in C++, so you can do more advanced logic and code via C++ code and custom-built plugins for your game. For me being a C++ coder, I know if I come across something Construct can't do easily, I can design a plugin to solve that problem in C++, as well.[/quote:30oenvrd]
Hm, thats interesting, ill have to look into that. For a quick question, does the SDK allow access to Construct functions (actions, basically), properties and event/condition triggering? Would it let me to basically write event sheets through C++?
[quote="kwarn":30oenvrd]Kaelis, Construct is a good software and the team's work hard to finish the 1.0. And it is a good team too.
You have the time before the 1.0, like Ashley said, to try all the tutorials to understand that it is the best way to make pc game in few times.[/quote:30oenvrd]
Oh, im not saying Construct is a bad piece of software. Actually, on the opposite - as far as i can tell, its very good, if only because one of the few fully-featured user friendly game development tools. Im just saying the workflow it uses (event system) is simply awkward for me to work with, especially if i were to do something bigger than just a simple platformer or top-down shooter.
Also, i did in fact look at the downloadable examples, tutorials and templates.
[quote="kwarn":30oenvrd]Because Construct is OPEN SOURCE, the"coders" will like it too. They can make modifications to make more and more for a special game or application they want.[/quote:30oenvrd]
Ah, yes. I have looked into Construct source, and must say its far over my head. For example, the IDE is (obviously) full of windows programming, about which i know very little, so i would basically need to learn it from scratch to be able to at least understand the source. Yes, ive been coding for 8 years, but this was mainly a matter of hobby for me, i never wrote anything as huge and/or advanced as Construct.