Unity vs. Construct 2

Discussion and feedback on Construct 2

Post » Wed Jun 18, 2014 2:54 pm

DUTOIT wrote:
jayderyu wrote:I thought it was $70 a month or $1500 flat.

$75 then you want to export your game right? lol, so start adding in the addons at $75/m or +$1500 each because android/iOS not included etc

I was hoping the multiplayer would be a subscription based model of even $25 a year would finance another dev.

Ashley is a "god" with what he achieves programming wise. A true legend. I tip my hat to him.


I'm pretty sure IOS and Android exports are now free. In fact you can use Unity Free edition to publish games(including IOS and Android). it's just that the Unity Splash screen must be seen and there are numerous other missing features. Such as GPU optimizations, skins and tons of stuff. But I don't believe Unity has addons anymore. It's just a a single package. But if I just missed the addons section recently. eh I'll stand corrected. I'm just going from memory.

I do agree. Ashley is an amazing programmer. And on top remains decently active in the community. Astounding.
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Post » Wed Jun 18, 2014 3:00 pm

@WhiteClaws
yep you are right. Personally I think the procedural system works against C2. New users create horrific performance code. Requires more dilligence for performance on mobile. I've made the request for OOP so that objects can have a self inference code. But since that's a hard sell and would require major changes it won't catch on. It also isn't needed.

Beaverlicious wrote:Aren´t Plug-Ins and most of all behaviours something like a modul system already?

Nope. Modules would be self contained CAPX. Images/assets can be accessed without copying into the current system. And the only way to access code from the CAPX would be through Functions. then even non JS programmers can make "plugins"
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Post » Wed Jun 18, 2014 3:22 pm

jayderyu wrote:
I'm pretty sure IOS and Android exports are now free. In fact you can use Unity Free edition to publish games(including IOS and Android). it's just that the Unity Splash screen must be seen and there are numerous other missing features. Such as GPU optimizations, skins and tons of stuff. But I don't believe Unity has addons anymore. It's just a a single package. But if I just missed the addons section recently. eh I'll stand corrected. I'm just going from memory.

I do agree. Ashley is an amazing programmer. And on top remains decently active in the community. Astounding.


I wish they were free - lol But alas, they are not. The free version is great up till a point, of course it is completely dependant on the games you planning to make.
I am a huge unity3d fan, they are top of my list. I just find that dev time in C2 (of course game dependant) is so much more quicker.
But unity3d is pricy (justified of course)
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Wed Jun 18, 2014 4:25 pm

Question for the unity guys since I have no experience with anything else except C2. I only wanted to make multiplayer games. Turn based at first because I I'm web developer and could write AJAX in my sleep (when i bought C2 it only has AJAX but i was sold on that alone). But the multiplayer plugin is god send and actually works well enough for Real-time platformer on mobile. Can unity or any other native app support anything close to the multiplayer plugin offered by C2? To my knowledge i haven't seen a single mobile game that has real multiplayer functionality. They all use push sends and stuff like that.
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Post » Wed Jun 18, 2014 5:04 pm

@troublesum, Heck yeah, Multiplayer wasn't invented yesterday, there's many server/client sources on Unity and I think that the C# Standard library offers websockets out-of-the-box, The only thing different is that Scirra host's the servers, as of, in Unity, you'd have to host your own or pay for one

@Jayderyu
That's the thing, Would take some time and knowledge for a newbie to understand the notion of OOP, sure it would be better on the long run, but C2 is an engine for non-programmers, hence the choice of procedural code
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Post » Wed Jun 18, 2014 5:12 pm

@Whiteclaws Thanks... curious then why we don't see many (any really) true multiplayer games on the market. Yah theres words with friends and stuff like that but those are too slow. I want tanks shooting at each other (Im currently making a scorched earth clone :) ) or platform fighters. I feel that's the next thing with mobile games and C2 really does make it easy. People have got be getting tired of playing against the computer by now.
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Post » Wed Jun 18, 2014 5:16 pm

@troublesum, because most of Unity's users are indies, and we indies can't afford to rent a server 24/7 forever + Mobile games are rarely $ucess, so I can't risk to buy a server for 200$/mo when only 3 players bought the game, tl;dr, it's too risky
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Post » Wed Jun 18, 2014 5:19 pm

Some cool free open source engine are available

Turbulenz

-2d,3d, IAP for Android n IOS
-Export natively to IOS+Android due to popular demands and should be faster than CocoonJS
-Multiplayer
-Social Networks

-Cons-
No Admob or Ads yet.

http://biz.turbulenz.com/developers
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Post » Wed Jun 18, 2014 6:31 pm

troublesum wrote:@Whiteclaws Thanks... curious then why we don't see many (any really) true multiplayer games on the market. Yah theres words with friends and stuff like that but those are too slow. I want tanks shooting at each other (Im currently making a scorched earth clone :) ) or platform fighters. I feel that's the next thing with mobile games and C2 really does make it easy. People have got be getting tired of playing against the computer by now.


Check out "Desperate Gods" you can download the source or I can look for it. It was a gamejam type thing. Its a board game with multiplayer and turn based type deal. It's goal was to be as close to real board game play as possible.
Oh, it is made in Unity3d
You think you can do these things, but you can't, Nemo!
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Just keep learning.
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Post » Wed Jun 18, 2014 6:47 pm

szymek wrote:I have really silly question:

why Unity can export to almost any platform, with all neccessary features (i.e. monetization, memory management) and Construct 2 can't?

Long story short -> Unity is superior to Construct 2
But in order to use Unity you need more resources (programming skills, more time spend coding and/or more money ... etc). Also, we are talking about a difference in price.
I'm pretty sure that C2 also have memory management, nothing compared to the one from Unity, but it gets the job done.
Unlike C2 that comes with IAP and social networks plugins included, monetization and social network in Unity is implemented by the user by coding or by buying a plugin.
Also even if you export the games directly to other platforms, you need to code out the compatibility (unlike HTML5, native applications/games have a different structure on each platform)

troublesum wrote:Question for the unity guys since I have no experience with anything else except C2. I only wanted to make multiplayer games. Turn based at first because I I'm web developer and could write AJAX in my sleep (when i bought C2 it only has AJAX but i was sold on that alone). But the multiplayer plugin is god send and actually works well enough for Real-time platformer on mobile. Can unity or any other native app support anything close to the multiplayer plugin offered by C2? To my knowledge i haven't seen a single mobile game that has real multiplayer functionality. They all use push sends and stuff like that.

Multiplayer in not easy ... just read Multiplayer tutorial 1: concepts. You will need to implement all of that by coding into Unity, or you could buy a plugin and adapt it to your needs, but either way is no easy task.

tumira wrote:Some cool free open source engine are available

Turbulenz

-2d,3d, IAP for Android n IOS
-Export natively to IOS+Android due to popular demands and should be faster than CocoonJS
-Multiplayer
-Social Networks

-Cons-
No Admob or Ads yet.

http://biz.turbulenz.com/developers

Looks good, but unlike C2, the programming in Turbulenz is made by coding
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