Time to move forward?

Discussion and feedback on Construct 2

Post » Fri Feb 26, 2016 1:55 pm

@FMFM
Every engine needs a time to get familiar with and godot isn't going to make differense in that field. But for me it seems to be quite easy to approach. Unlike unity or ue4. Godots own docs got me quite fast on the tracks...
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Post » Fri Feb 26, 2016 3:41 pm

Jayjay wrote:
gumshoe2029 wrote:and we are very anxiously awaiting C3.


You both know that C3 is planning on using the exact same HTML5 export/runtime as C2 right?

Ashley wrote:BTW the stated goal of C3 is to rebuild the editor and keep the same runtime, so this is not really the kind of thing we intend to change anyway in the scope of that project.


Well, then we will evaluate purchasing it as we go then. Either way, we have a very useful product in C2.
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Post » Fri Feb 26, 2016 3:54 pm

Jayjay wrote:
BackendFreak wrote:Regarding that C2 is a "product which is supposed to do what it says on the box" I must disagree a bit. Software is not a bike. You can say that about an easy accountant software which needs just one update a year to adjust new tax rules, but not about an engine which is made to make other software. Thinking this ways you should have the version of C2 which you downloaded as first, and use only wrappers and everything around with the version which was available the time you downloaded that first C2. Then it would be what was on the box (at that time).


Perhaps some more background to why I feel C2 doesn't live up to its promise would help.

....


See, this is good history, that I never knew, because I joined late. We are using C2 for it's presently stated purpose, which is HTML5 development on a 2-D JS canvas. In that respect it is a very easy to learn alternative to other options that we looked at.

We will eventually branch out into other games with native exporters which will cause us to go to something like Unity (or some other exporter).
https://www.ravenheart.ca/home
I don't check the forums much anymore, but I will receive an email for PMs.

"Someone once told me I bite off more than I can chew...

I told them I would rather choke on greatness than nibble on mediocrity."
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Post » Fri Feb 26, 2016 4:05 pm

winkr7 wrote:I am afraid the vast majority of people who buy C2 (or game maker or unity etc) never get close to publishing a game. The first steps of game development are far more important (and far more common) than the last. Most of us are very happy with the first coding experience in C2 and though we say we care about publishing it never happens. From this point of view their time would be well spent in working on C3 and getting an even easier to use starting experience than in fooling with publishing work-arounds.

yours
winkr7


I already have development servers running. Our game will be published, hell or high water. I will probably even publish it if our Kickstarter falls flat, just because our costs are so low. I can work a part time job and afford all of the infrastructure necessary to publish this game.
https://www.ravenheart.ca/home
I don't check the forums much anymore, but I will receive an email for PMs.

"Someone once told me I bite off more than I can chew...

I told them I would rather choke on greatness than nibble on mediocrity."
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Post » Fri Feb 26, 2016 8:01 pm

neverk wrote:@FMFM
Every engine needs a time to get familiar with and godot isn't going to make differense in that field. But for me it seems to be quite easy to approach. Unlike unity or ue4. Godots own docs got me quite fast on the tracks...


It's funny how it works, but sometimes things just click. When I left C2 to move on to a 3d engine, I tried Unity, and it was okay. At the time, some things were a bit lacking. So, I tried UE4. It seemed much better in some ways, but overall ended up being more complex for my game. The blueprint system was nice, but the amount of components made some things a bit more convoluted than they should be. UE4 is still a good engine though.

Just recently, I decided to come back to Unity to look at my mini project, and things just started clicking. I even learned a bit of C#. With the updates to Unity, I feel it is much more on par with UE4 now, and is more straight forward in many ways. I have been making steady progress ever since I came back to it.

I'll be posting an update on my C2 game port in a month or two.
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Post » Sat Feb 27, 2016 12:23 am

Godot looks good. I'll give it a shot when they'll have that visual scripting ( as I have no intention of learning how to script )
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Post » Sat Feb 27, 2016 11:45 am

megatronx wrote:... when they'll have that visual scripting..

What? Do they plan to itengrate visual scripting?
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Post » Sat Feb 27, 2016 11:51 am

@megatronx
for me the godot seems to be the most easy step in to scripting. The GDscript is very simple to understand and I believe that learning some scripting will eventually pay off.

@glerikud

they have it on roadmap for upcoming releases...

neverk wrote:@FMFM

all Okam studio games are made with godot

Godot games in youtube

More examples

This is a nice place to start learning

Also visual scripting is in plans...

Nice examples at the developers youtube channel
Isometric tilemaps with lighting for example.


The more deep I dig into Godot the more excited I am.

Here is a really neat feature
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Post » Sat Feb 27, 2016 12:59 pm

neverk wrote: The GDscript is very simple to understand and I believe that learning some scripting will eventually pay off.


This is the thing which always scared me out from GameMaker. Their own script language. And now Godot has their own one as well. It would be much better if they use some popular language. There are so many languages out there why to make another one?

When you spend your time to learn the popular language like JS, C# (w/e) then you still have some skills in hands even when you quit the engine. And now when you spend months mastering their own language, you are left with no power once you quit.

But after all.... all script language are based on the same rules (conditions, functions, objects etc.) so if you know one already, learning second one will be much easier. But still each language has different classes, libraries etc. so there is always a lot to learn.

Don't get me wrong. I'm not discouraging from learning to code or using Godot. I was always encouraging people to learn how to program cause it is fun and not so scarry as might seem at first sight. And Godot looks really nice as well and I might give it a try some day also. I'm just dissapointed that there is some "dead" language inside.

It's like with the countries languages. I lived and worked in Holland for about 3 years. And at first I planned to learn Dutch (Holland's language). And my project manager (who was Dutch) said "Why would you learn Dutch?! It's only around 16mil people on the world speaking this language. And everybody here speaks english anyway."

So you got my point :).

neverk wrote:Here is a really neat feature


This is really nice :D. Bones for non character sprites ;)
ImageImageImage
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Post » Sat Feb 27, 2016 1:14 pm

neverk wrote:they have it on roadmap for upcoming releases...

Thanks for the links. I hope they do that feature soon.
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