Taking a break from Construct ...

Discussion and feedback on Construct 2

Post » Mon Oct 12, 2015 7:51 pm

megatronx wrote:Let us know the details how c2 compares with it, and is it difficult to switch?

So far, Blueprint seems pretty easy to learn. Obviously it will take a little time to master a new program. I mean, I've been using C2 for nearly 2 years, and UE4 with Blueprints for less than a week. But, I'm picking it up pretty quickly.

Since I'm used to working in 3d, I don't think UE4 is that hard to work with. There are a lot of things here, but nothing really seems that hard to understand.

It seems more geared towards making a game. I mean, there are templates for a variety of game types already there to test. Setting up controls and programming them with Blueprints seemed easier than it was in Unity. The AI has more features built in such as a behavior tree. I easily found an animation timeline for triggering sounds or events at specific times during an animation. That feature seemed more hidden in Unity.

I'm not going to jump the gun and say which is better yet. I spent the last week or two with Unity. So, now I want to give UE4 some time. I'll probably be studying it for several hours a day at least. Hopefully, I can get a little prototype going by the end of the week and see if it's right.

I'll be recreating the same game I made here, but probably with manual third person controls instead of point and click. I'd like to make the player controllable this way so I can add in traps or physics puzzles and just make the game world a bit more interactive. Both of these things seemed easier in UE4. I even saw a feature of quickly creating destructible objects. At least to me, this stuff just seems more ready to go in UE4 than with Unity.

Anyway, I'll report back after I've had some more time with it.
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Post » Wed Oct 14, 2015 2:07 am

Thanks for all the replies. Yes, before making my mind on Unity I also tested UE4. Here are the 2 engines compared:

Unreal Engine 4:
- UE4's lightning and overall visual aspect is better than Unity's
- Blueprints is an official plugin, developed by Epic themselves (unlike Playmaker that is 3rd party)
- Blueprints is free (Playmaker is not)
- Assets Store still has some catch to do

- Unity have more export options (supports Blackberry, Tizen, Samsung's Smart TV, even WiiU and the new 3DS)
- Unity (+ Playmaker) has a sh!tload of tutorials (there were a lot of UE3 tutorials and books about UnrealScript, but UE4 uses C++ and Blueprints, rendering previous learning materials useless)
- Assets Store has almost anything you can think of
- Unity projects are easier to manage by a small team/indie
- Unity seems to be easier to port on other platforms compared to UE4 that seems more complex/optimized.

Long story -> short: Unreal engine is better suited for bigger teams where Unity is better suited for smaller teams/indie

To reply to some of the comments
mahdi71 wrote:Agree.
i already moved on to unity + playmaker
but i also track scirra for the new engine and i hope it will not disappoint me

Same here ;)

shinkan wrote:At least for me :D
UE4 blueprint nodes speaks to me better and they are managed and maintain by people from UE4 who constantly makes them better and faster. They are although 10-12 times slower than pure C+ but I'm just learning and not doing another AAA game (which in most cases they should be called BDB games - Beta Dollars Bugs xD) so i don't mind.
But i hope they will soon figure it out (which are doing all the time) how to remove VM from blueprints and then it will be the same speed as C+ :)
Not to discouraged or anything, you can still make games with it ;)

I didn't knew this. Still, unless you do some really complex AI, I think you will not feel any slowness since is native. From what I can see Playmaker is C# code and the Nodes UI are just shortcuts for that functions/scripts (or something like that).

Havok wrote:Interesting discussion.
Wouldn't it be amazing if one could have a 3D Construct? I like Constructs's events system and being able to use that power in 3D.
I know it wont happen but it will be something brand new. never been done as far as i am aware.

3D games...well i come from making Flash Educational games then moved over to some 3D visualization games in Garagegames Torque 3D but we had a small team. So i was mainly level / Environment designer and others coded.
My main job now is Drupal and Sharepoint work so non interactive gaming but always thought to get back into 3D.

Thing is it's tough as well. 3D is not as easy as 2D to make WELL. If you don't make 3D well it looks amateur. An amateur 2D game can have some style or some sort of feel to it that cannot be captured in 3D.
However, with VR and AR i see a big boost in the gaming arena with 3D games and VR tech. Nielsen marketing i think it was, said that it will be a $ 150 billion industry by 2020.


Yes, with all the new "toys" (Oculus Rift, Microsoft HoloLens ... etc) the 3D has become more engaging, regardless the engine/technology used.

tumira wrote:...

I personally think html5 for games might drop popularity for web assembly. All those C++ game engines might be more popular than html5 game engines in future.

By the time when WebAssembly will be mature enough, HTML5 will be on another level.

saiyadjin wrote:host online (html5) -> you got it all

More or less ... And how do you get some profit by doing that ? Only Ads ?
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Post » Wed Oct 14, 2015 2:27 am

You won't make any profit at all if you don't make anything. It seems more like a what it can't do thread than what can I do thread.
I'm sorry but when I see the complaint about not being able to export to consoles with heavy licensing, and yet no one seems to want to make content on a platform that requires none I get a little annoyed.
This is nothing but excuses, and blame.
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Post » Fri Oct 16, 2015 10:13 am

Consctruct was useful for me to, but my projects are migrated to GM (one) and GDevelop (the other). GDevelop is great!!! , more "hard" and a less friendly that construct, but, you can write events in C++, is portable (same of construct, you can open without "administrator access" in the computer, no instalation), you can export natively in windows//linux (no chomium) and still exports html5. The entire engine is open source (you can change it) and one of the best things is that your "assets" are compiled (I make some proofs... no "unzippable" archives, realy! in chromium all the assets are in one archive that you can open with 7zip) That´s only in windows, HTLM5 is still HTML5 (crosswalk to APK, and the problems with this, people know)
Gdevelop will be a "first step" to UE4, C++ will be "inevitable" for me, so better start now with this!!!

But still grateful with construct, i don´t regret buy my personal licence. Is great software and their "event" programing is a good start, very educational.
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Post » Fri Oct 16, 2015 4:00 pm

Funny how black and white life seems to some people.

So if you use Unity or Unreal, you cant use C2 anymore?

If you start using another engine you need to burn your bridge on the way out?

If you drink Pepsi, you can not ever drink Coke again?!?!?? (And you must list the top 10 reasons you switched on a public forum?!!?)

I dunno... For 2D games Unity is a pain the the ass.

*You need to make your own Atlas, which C2 does for you automatically.

*Unity you have to specify the image type, the way it renders, and the compression it uses to save it on export, FOR EVERY SINGLE IMAGE!. C2, I just drag and drop.

*Unity you need to buy other core elements like PLaymaker, Shaderforge, and maybe some AI.... C2 has webGL shaders built right in! A* AI, line of sight....etc...

Anyway, even after learning C#, and PLaymaker, I prefer doing my 2d games in Construct 2. I only use Unity for my 3D work.
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Post » Fri Oct 16, 2015 4:56 pm

One good thing that is good about an event-based editor is that if you do a lot of programming, you can also use Construct2 at the same time without making yourself forget the other stuff you were programming. I find that if I'm programming more than one thing, it becomes difficult to remember one or the other because usually you can spend a lot of time in one figuring out how to make stuff work and then having to relearn how things work in the other. Also, it is easier to return to a Construct2 project after taking a break from it compared to returning to a project that requires relearning what all your code does.
But regardless, it is good to try different things so you can get familiar with what is available and learn what is the right tool for you for the job/task in front of you. I've been using all sorts of game makers since klik n play, and also have been programming in various languages. All of them allow you to make great games- so you just have to choose to make them if you want to. Good luck to everyone, no matter what you choose to do.
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Post » Mon Oct 19, 2015 11:32 pm

Sorry but this topic has become more Unity vs UE4 than Construct. Is like comparing apples (Construct) with pears (Unity/UE4). Yes, Construct 2 has competition, but is not Unity/UE4 ;). This is a personal choice.

newt wrote:You won't make any profit at all if you don't make anything. It seems more like a what it can't do thread than what can I do thread.
I'm sorry but when I see the complaint about not being able to export to consoles with heavy licensing, and yet no one seems to want to make content on a platform that requires none I get a little annoyed.
This is nothing but excuses, and blame.

I already have done my scribbling for a few small games (and the order of development), but I needed to know on what basis I develop the games. Yes, with Construct 2 would had been easiest and fastest to develop but after that I would have to spend a lot of time to fix/workaround for 3rd party warpers, or other inconvenient might appear.
One example would be Aurel's The Next Penelope. Truly a masterpiece made with C2, that would look great on consoles and handhelds like PSP/PS Vita, but unfortuanly available only on PC (Windows, Linux, Mac) and WiiU. He also had a lot of trouble with NodeJs/Greenworks plugin.

I repeat: Construct 2 is a great HTML5 engine, even when Unity/UE4 will support HTML5, C2 will still have the edge because is especially designed for that and is very optimized/light.
Last edited by TGeorgeMihai on Tue Oct 20, 2015 2:22 am, edited 2 times in total.
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Post » Mon Oct 19, 2015 11:43 pm

offtopic : NW.JS /greenworks seems to have issues only on linux and MacOSx (1-3% of sales)
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Post » Tue Oct 20, 2015 12:09 am

I kind of agree with Newt that there is still plenty of opportunity to become successful using C2 (if you factor in the weaknesses of the platform when in the design phase). Still, the heart wants what the heart wants :)

Best of luck guys. Look forward to seeing your progress regardless of the engine.
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Post » Tue Oct 20, 2015 12:18 am

https://www.reddit.com/r/gamedev/commen ... to_unreal/

For those who are deciding between Unity & UE4
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