Unity vs. Construct 2

Discussion and feedback on Construct 2

Post » Wed Jun 18, 2014 1:34 pm

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?
B
18
S
7
G
1
Posts: 783
Reputation: 4,247

Post » Wed Jun 18, 2014 1:37 pm

lol, $300/month that's why... can fund a whole team to work on features etc
Last edited by DUTOIT on Wed Jun 18, 2014 1:38 pm, edited 1 time in total.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
B
65
S
16
G
9
Posts: 1,429
Reputation: 12,728

Post » Wed Jun 18, 2014 1:37 pm

Because Unity has a massive team and budget behind it, while C2 is programmed by one guy.
B
92
S
31
G
24
Posts: 3,191
Reputation: 32,699

Post » Wed Jun 18, 2014 1:41 pm

Well for starters:

Construct 2 is developed by a staff of 2 people in London
Unity is developed by a staff of "300 employees from 31 different nations, working in 27 locations"

But besides that, HTML5 is the basis of Construct 2 and it has only been around for 2-3 years, its still a very young markup language where as unity is based on c++ which has been around since the early 80's
B
6
S
3
Posts: 39
Reputation: 632

Post » Wed Jun 18, 2014 1:50 pm

I thought it was $70 a month or $1500 flat.

Unity can afford it because Unity IDE and very massively important. Unity came out with the Asset store within a reasonable amount of time. This offered Unity Community to feel confident about using/sharing code. If offered a public convenient repository to access. It offered financial cash flow to smart developers and high quality tools to people who didn't want to re-invent the wheel. The asset store provided everyone a place to help Unity evolve. There are just some user tools that are standard with Unity until Unity team comes out with an official unity version. HoTween, iTween, TK2d, Gestures.... these are so standard. But there are no standardized community tools for C2.

Where as; and as much as a I love C2; C2 is kinda stuck in the dark ages of evolution. People don't have access to quality, many developers re-invent the wheel. The forums great, but as long these community assets are not IDE convenient Unity is going to continue to run circles skyhigh around C2.

I've been calling out for Modularity and an Asset store for almost 2 years. Shortly after getting my license. Haven't seen a single move direction towards it. Instead it's tool improvements that are needed, but none of which will evolve C2 as the tool to use.

And Squidster is right. Scirra has been looking for employees. But havent' found any in two years. There aren't enough of them. If Scirra had 5 employees and 4 of them were programmers you would see massive amounts of work go into C2. Far faster than what is currently happening. Supposedly they are making enough with just the sales. But they would get a better revenue stream if they had an asset store.

So. yeah. that's why,
B
92
S
18
G
9
Posts: 2,455
Reputation: 15,113

Post » Wed Jun 18, 2014 1:58 pm

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.
Last edited by DUTOIT on Wed Jun 18, 2014 2:01 pm, edited 1 time in total.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
B
65
S
16
G
9
Posts: 1,429
Reputation: 12,728

Post » Wed Jun 18, 2014 2:00 pm

Definitely all big time game engines need an asset store of sorts to share & benefit from the genius of others.

For PC or MAC this should be easy since there's less compatibility issues to deal with than on mobiles via wrappers.
B
70
S
24
G
19
Posts: 1,757
Reputation: 17,616

Post » Wed Jun 18, 2014 2:05 pm

Actually, Monogames, the IDE many C# developers use (Unity's main language) has a multiplatform export, why wouldn't Unity have one? It's a question of languages

And also, as said with C#, most of the time, users implement stuff like IAP purchases themselves or create a plugin in C# to do that and sell it on the stores

Finally, C2 events system is more of a procedural language, as C# is more of an OOP, that's probably why modularity won't work in C2's case
B
42
S
17
G
17
Posts: 2,247
Reputation: 17,481

Post » Wed Jun 18, 2014 2:33 pm

Aren´t Plug-Ins and most of all behaviours something like a modul system already?
Image
Check out our start-up and configure your own helmet in true 3D.
B
45
S
12
G
11
Posts: 1,154
Reputation: 10,093

Post » Wed Jun 18, 2014 2:52 pm

You can use unity for free and publish your game, But you can't delete unity logo unless you get a license.
B
60
S
10
G
10
Posts: 1,013
Reputation: 9,165

Next

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 1 guest