The "perfect" Construct 3

Discussion and feedback on Construct 2

Post » Fri Feb 05, 2016 2:42 am

One thing I learned while using C2 was that what I thought was workaround were often the fact I wasn't using it properly.
I found ways to properly optimize by observing how real code is written and asking programmers what are the best practices.
When I did spikes as an example, was actually quite easy.

Organization has never been a problem, I keep everything separate into either different sheets or into dictionary.
For animations thought, I don't know how useful would be to be able to import json files which can be exported from asesprite which is an incredible
software for pixel art and animation.

Personally, my biggest issue would be the ability to export to PS4 but that's something Scirra cant really help us with.
Another issue would be how difficult is to set up a proper input system the way I would do it in Game Maker, but then again maybe theres one and I havent learned it.
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Post » Fri Feb 05, 2016 5:25 am

@Ashley mostly UI/UX and the "gist" of it. Very very approachable user interface that you can program relatively complex stuff in a very intuitive way. The screen is very uncluttered and lets you focus on what you are doing, rather than programing numbers. Even veteran programmers can prototype and developer their ideas faster using similar approaches.
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Post » Sat Feb 06, 2016 3:17 am

FraktalZero wrote:Another issue would be how difficult is to set up a proper input system the way I would do it in Game Maker, but then again maybe theres one and I havent learned it.


If you are talking about user inputs for the game, use global variables with default keycode value. Players can change the keyboard binding (value in the variable) themselves later on if they so wished so. You can see an example by downloading my game demo from my signature.
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Post » Sat Feb 06, 2016 9:35 pm

@Sethmaster, very informative thanks!
And your project looks great!
Cheers
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Post » Sun Feb 07, 2016 6:07 pm

glerikud wrote:
FraktalZero wrote:I wish we could export to PS4.

That would be nice too. However since it's a HTML5 engine, this is out of Scirra's hands.


PS4 supports both HTML5 & WebGL. It's not out of their hands, though much more is involved in a PS4 exporter.

A few more suggestions that are less about significant new features (Unity already exists for 3D) and more about usability/expanded functionality:
- Support/Wrapper for ORTC in IE/Edge, which I saw mentioned by @Ashley as being looked into over a year ago, but there seems to be no movement on it, eliminating the ability to use C2's native multiplayer functionality in IE, Edge, as a Windows App on Windows 8, a Universal App on Windows 10 or XB1 (source: ie-to-support-webrtc-and-opus_t118228)
- Real, actual documentation for C2's GLSL shaders. Saying "look at these third-party examples" is a bit ironic when no effort is made to look at any bugs that occur in projects with third-party behaviors/plugins
- GLSL shaders that actually WORK properly. The whole screen space/layout space issues has been in C2 for far too long, and it's holding back the ability of anyone to push shader-related visuals in C2
- XBL Achievements/Friends List support
- Steam integration (this is moving far too slow, and I'll probably have to implement as a 3rd-party plugin in the end)
- Access LOCAL variables from the debugger
- Export to NW.js WITH the debugger enabled
- A more modern particle system, what's available may be optimized but it's hilariously limited
- More functional breakpoints, without the current limitations on looped events
- Easier way to move blocks of events from one project to another (for example: right now any globals need to be added first, then the events)
- Event-level access to collision polygons, which has always seems like a bit of an oversight
- Spawn objects by name, which also seems like an oversight (and not everyone is worried about obfuscating code 99% of people can't read anyway and is so C2-specific)
- A straightforward way to exclude specific layers from shaders applied to a layout (for example: a post-process bloom that applies to everything except the GUI layer)
- Custom keyboard shortcuts
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Post » Mon Feb 08, 2016 6:14 pm

there is a lot to be done with c3 and of course the sky is the limit. I dont understand some people here with the argument that scirra is only a couple of guys. Telling this whats your point?That they are incapable to do next level things? when i say next level things i mean the possibility of 3d objects (for anyone who wants it) better mobile exports, better image editor, better lighting system, mac linux versions, or whatever anyone wants..

last day i saw spark engine site they had release an alpha i think and they promise tons of features and the programmer is one guy aris kostakos..So what is really the difference? its only in time i think yes a team can achieve better results in less time but 3 years now we are saying again and again the same things about mobile exportes and nwjs and when c2 will run on mac.

@ashley i think its time to say what you have in mind for c3 with some details whats the main differences with c2 to make an already buyer of c2 to buy it again.
At the end of the day, i really dont want to see c3 to be c2 with the updates of a couple of monts in summary.. i dont know if i said it correct cause my english skills are very poor..

edit if you already gave details about c3 sorry i dont read it so i apologise
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Post » Tue Feb 09, 2016 8:43 am

spy84 wrote:there is a lot to be done with c3 and of course the sky is the limit. I dont understand some people here with the argument that scirra is only a couple of guys. Telling this whats your point?That they are incapable to do next level things? when i say next level things i mean the possibility of 3d objects (for anyone who wants it) better mobile exports, better image editor, better lighting system, mac linux versions, or whatever anyone wants..

Construct 2 has a very reasonable price. It's the most affordable paid 2D engine if you consider it's features. Being affordable means more limited resources for the developers. And hiring more developers is expensive. Just to put it simply.

spy84 wrote:last day i saw spark engine site they had release an alpha i think and they promise tons of features and the programmer is one guy aris kostakos..So what is really the difference? its only in time i think yes a team can achieve better results in less time but 3 years now we are saying again and again the same things about mobile exportes and nwjs and when c2 will run on mac.

Spark Engine has a lot of potential and the big difference between it and Construct 2 is that Aris built up Spark from the beginning to support 3D (and it's also based on Haxe, not HTML5). And now he builds the editor to make people able to use the engine. It's a long-term project and rewriting a whole engine just to support 3D is not an easy task. However we saw that 3D can be done with plugins like Q3D, so I'd suggest if you want this kind of feature you either go with a plugin or learn UE4, Unity at the moment. C3 and Spark are a long way off.
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Post » Tue Feb 09, 2016 10:31 am

construct 2 for the 100 euros is a real gem.

At this time i dont want 3d or to say it better i dont care about 3d i know that it will never happens in Construct 3 or c4. Its a decision of scirra's team and i respect that. for 3d i bought tall studio's shoot em up kit (cause this is the genre im interested most "shmup games") and ill buy spark tools when it come out. i also bought q3d plugin i play with it but the lack of video tutorials for long time made me forget about it...but as plugin is great im lazy to learn it nothing wrong with the plugin itself.

although its kind of funny to tell people use ue4 with blueprints or unity cause even these softwares gives the opportunity with a kind of event system those event systems are much more complicated than scirras event system and in my opinion its for people who know coding or just the basics not the majority of C2 users including me with no coding backround..

At last i want a C3 with normal maps with better lightinig system with better image editor and better mobile exporters. Smartphones are much stronger than 2012 and i cant see any difference when webgl is on. but maybe its my fault. anyways im developing a metroid/contra inspired game, all assets made with blender and a lot of work is done but at this time i dont even think about to export it for mobiles cause i feel very unsecure for it. only for desktops. this unsecurity i think its the major problem of c2 when it comes to mobile exports even newcomers to c2 asking how it is performing to mobiles cause they read the same things for a long time now.

i hope we have some official updates for the current state of c3 and some details that will make some difference. Until then i will continue my game
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Post » Tue Feb 09, 2016 10:53 pm

Linux editor. Way to connect to another user's editor via a web browser and an ip adress. See superpowers
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Post » Wed Feb 10, 2016 3:54 pm

Linux editor would be great. Also, I am not sure how to ask for a library file, of your own stuff. I build up a set of functions I call in every game I start to create and then it seems kind of awkward how you have to fit your standard stuff into your next project. Maybe I just don't know how to use C2 for this.

yours
winkr7
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