What tools/engines did you try before Construct?

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Post » Fri Aug 31, 2012 6:49 pm

I believe Ashley and Tom have something good going, and Clickteam's MMF3 will definitely be a threat. But I doubt they're going to copy Scirra's event editor wholesale or even make it nearly identical, they also have their own good thing going.

Everything has their own good thing going, and engines all live pretty well with each other. As competitors, inevitably, but each of these software boost interest in people to build games, and as seen in this thread, people move from engine to engine, learning new ways and producing new things.

There's plenty of space for another engine in the market, I'm sure MMF3 will have a different (even slightly) target developers.
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Post » Tue Sep 04, 2012 1:34 am

There seems to be a NKOTB (coming on the 12th Sep). Going by the name of Freedom Engine, it outputs HTML5 and is purportedly able to release cross-platform on 'droid, Mac, iOS, and Windows in the future. It is also simultaneously a Cloud Service, something that Scirra is seriously lacking.

My analysis is that we may very well find users of the Freedom Engine migrating over to Construct 2 pretty soon.

Or will it be the other way around? Well, especially if you prefer coding in BASIC. I find Scirra's coding technique to be interesting but it does take a short while getting used to it.

What do you think?
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Post » Tue Sep 04, 2012 1:36 am

Oops... I forgot. The Freedom Engine is over here.
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Post » Tue Sep 04, 2012 3:36 am

The only thing that peaks my interest with the Freedom Engine is the 3D engine, and depending on ease of entry (and of course stability), it could be dangerous with that feature alone. We'll see.MrMiller2012-09-04 03:37:19
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Post » Tue Sep 04, 2012 4:21 am

@necromaster: why exactly does scirra need a "cloud service"? What would such service even be?
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Post » Tue Sep 04, 2012 4:28 am

Construct 2 is still targeting a wider group of users.
Those who don't know how to code BASIC.
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Post » Tue Sep 04, 2012 6:56 am

[QUOTE=Rory] Construct 2 is still targeting a wider group of users.
Those who don't know how to code BASIC.[/QUOTE]

I don't think that's exactly a defined target as much as it's just a by-product of the type of system it is. The whole idea behind event-based development of this kind is to simplify arduous tasks that programming in a language present. When you look around the boards for these types of systems, you run into lots of people who code in various languages, but they prefer to make games with event-based systems because it's much quicker to do by comparison.

That said, you find a lot of people give up on these types of systems often, even very skilled coders, because they find that what they did while programming in a language doesn't always work out with the same logic in this kind of system. These types of kits really are an acquired taste and they're not for everybody. After all, the very nature of it can't really even be considered as exact a science yet as coding in one of the popular languages would be. There are very few books if any (Construct has what, one? Two maybe?) very little documentation, and less history, and for the most part most of the communities in this realm make mostly tech demos as none of us are entirely sure yet just how far we can take these systems, even though making a full game is easily possible and has been done a number of times.
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Post » Tue Sep 04, 2012 7:04 am

Ignore me... the ignoramus who sometimes types way too fast. It's a "good to have" feature. And if there's a way to edit the forum message, tell me about it.

I still do prefer cloud services as I've used Google Docs to create all my Game Design Documents, presentation materials, and drawings. After which, I could go to any Internet connected computer terminal, log into Google Docs and access the material in the cloud to further work on it.

Cloud services are a good to have feature that's popping up everywhere. I must also add that this is a great "best practice" for indie developers. From here, I can share all my docs to any co-programmers working on the game project.

Now, wouldn't it be excellent if Scirra allowed us to share our code with co-programmers. Another programmer could then check in the project and make his code changes, after which he checks out and someone takes over the job - 24 / 7 round the clock game development.

Talk about AGILE!
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Post » Tue Sep 04, 2012 9:00 am

[QUOTE=MrMiller] [QUOTE=Rory] Construct 2 is still targeting a wider group of users.
Those who don't know how to code BASIC.[/QUOTE]

I don't think that's exactly a defined target as much as it's just a by-product of the type of system it is. The whole idea behind event-based development of this kind is to simplify arduous tasks that programming in a language present. When you look around the boards for these types of systems, you run into lots of people who code in various languages, but they prefer to make games with event-based systems because it's much quicker to do by comparison.

That said, you find a lot of people give up on these types of systems often, even very skilled coders, because they find that what they did while programming in a language doesn't always work out with the same logic in this kind of system. These types of kits really are an acquired taste and they're not for everybody. After all, the very nature of it can't really even be considered as exact a science yet as coding in one of the popular languages would be. There are very few books if any (Construct has what, one? Two maybe?) very little documentation, and less history, and for the most part most of the communities in this realm make mostly tech demos as none of us are entirely sure yet just how far we can take these systems, even though making a full game is easily possible and has been done a number of times.[/QUOTE]

You're missing the magic in Construct. You don't need a book or much a guide to teach you logic based eventing. You do need it in most cases to pick up a programming language.

For an artist like me and many others here, Construct is perfect for us to create interactive demos of art we've created and anything else from prototypes to large games all without learning much more.
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Post » Tue Sep 04, 2012 10:18 am

[QUOTE=necromaster]I still do prefer cloud services as I've used Google Docs to create all my Game Design Documents, presentation materials, and drawings. After which, I could go to any Internet connected computer terminal, log into Google Docs and access the material in the cloud to further work on it.

Cloud services are a good to have feature that's popping up everywhere. I must also add that this is a great "best practice" for indie developers. From here, I can share all my docs to any co-programmers working on the game project.

Now, wouldn't it be excellent if Scirra allowed us to share our code with co-programmers. Another programmer could then check in the project and make his code changes, after which he checks out and someone takes over the job - 24 / 7 round the clock game development.

Talk about AGILE![/QUOTE]

@necromaster: When you save your project as folder, the files are XML which means, text files that you can put on a repository system like subversion or even github I believe (in the manual entry about saving and sharing projects).
Talk about agile, you already have it from the very design of the project format of C2.

Also C2 itself can be installed on a USB drive (for more portability of not only the project files, but also the software itself).

[QUOTE=MrMiller]There are very few books if any (Construct has what, one? Two maybe?) very little documentation, and less history, and for the most part most of the communities in this realm make mostly tech demos as none of us are entirely sure yet just how far we can take these systems, even though making a full game is easily possible and has been done a number of times.[/QUOTE]

@MrMiller: With the manual, the tutorials, the very forums and the number of Scirra's blog articles about C2, the examples shipped with C2 in the folder "examples" and even the section "Example games" in the arcade which let's you often download a commented capx with the game; I don't believe it's a fair statement to say it is very little documentation in regards to a lot of other engines/coding language.
Also, as you said, it has less history, and in regard of the little time C2 has been around, it has quite a fair amount of clear and useful documentation imo, and some more gets added on a daily basis.
Of course if you compare to one C++, you'll have a difference on the mass of documentation you can find. But C2 hasn't been around for 20+ years, and as you mentioned, it helps already having notions/concepts and how-to
knowledge to have stuff done in C2.

But also, the entry bar compared to general coding language is that you can focus on concepts related to game making (you don't need to know exactly how RAM management works to make a game with C2). In that regards, it opens the "target" to, like Rory said even ppl with no knowledge of how to program just yet.

Truth is, they'll learn as they use C2. Without even necessary noticing it themselves.
From the moment you're starting to talk about variables and instances, you're programming Kyatric2012-09-04 10:20:32
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