What tools/engines did you try before Construct?

Chat about anything not covered in these forums, but keep it civil!

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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Post » Tue Sep 04, 2012 3:51 pm

[QUOTE=Rory]

You're missing the magic in Construct.[/quote]

Nope, not at all. I'm well aware of the magic, which is why I've been here for years and switched over from other programs to use it almost exclusively for game development.

[QUOTE=Rory]You don't need a book or much a guide to teach you logic based eventing.[/quote]

I hate the term "eventing", it makes me cringe, lol. It's a term that I feel is used to try to separate this type of development from programming, even though it is still programming by definition, it's just a simplified method... but that's neither here nor there :)

Anyway, if a person has a base of programming knowledge to draw from already, then they may not need a book. But even that's been proven to not always be the case since it's common for people who are language coders to still ask for lots of help with these programs (the forums between Construct, MMF2 and others are filled with it). Heck, I've coded in several languages myself (I'm pretty good at one of them) and still have had to get help with Construct over the years, because what I would normally do in VB or C# doesn't directly translate to the way it's done in Construct in terms of process and operation.
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Post » Tue Sep 04, 2012 4:03 pm

[QUOTE=Kyatric]

@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.[/quote]

I don't use C2, yet. I was meaning this in terms of Construct Classic, which AFAIK only has two commercial books, and one of them is not very comprehensive at all (the book by Hobby Press).

I'm not really comparing the amount of documentation in Construct specifically vs. coding languages. I'm just saying that event-based programming dev kits in general have far less documentation as a factual statement, and with respect to the short amount of time that they've been around. In time, that will change, and obviously the devs of C2 understand the importance of having good documentation and I think that's great because it'll certainly cut down on the entry frustration that many users express, both programmer and non-programmer alike.
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Post » Tue Sep 04, 2012 9:50 pm

@MrMiller: Oh sorry I hadn't realized you were referring to CC, and on that I agree that the documentation is far more sporadic.
The wiki is pretty incomplete and not up to date, and it's true that the main documentation resource is the forum and its community.
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Post » Wed Sep 05, 2012 3:46 am

[QUOTE=MrMiller]Anyway, if a person has a base of programming knowledge to draw from already, then they may not need a book. But even that's been proven to not always be the case since it's common for people who are language coders to still ask for lots of help with these programs (the forums between Construct, MMF2 and others are filled with it). Heck, I've coded in several languages myself (I'm pretty good at one of them) and still have had to get help with Construct over the years, because what I would normally do in VB or C# doesn't directly translate to the way it's done in Construct in terms of process and operation.[/QUOTE]

Not much else to comment on, I do agree with much you say.
More documention would be good of course, but I'm an artist with hardly any programming background other than some VB6 from back in my days at Mirage Source, and I managed to create a complete quite complex puzzle game in 2 days for a competition dateline thanks to C2. To me most things felt natural, the way I thought of how the things would work, translated straight into events and actions.Rory2012-09-05 03:46:50
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Post » Wed May 08, 2013 11:08 pm

Tagged myself
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Post » Thu May 09, 2013 12:32 am

RPG Maker (Enterbrain), Stencyl, Indie Game Maker (Enterbrain), Game Maker, Express Game Maker, Zelda Classic game maker, and so on.

I think C2 have the best of all these.
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Post » Thu May 09, 2013 11:20 pm

I started with RPG Maker XP when I was a teenager. I never finished any single game but I loved doing stuff in this software when I had free time. I remember a talented Pokemon fanboy created a very complete Pokemon engine based on RPG Maker and I used it for a long time.

Then when I was a game design student we had to use a 3D game engine called Virtools and it was terrible. This tool was very painful to use, buggy and outdated but we had to do with it. Anyone knows Virtools here?

Now I use C2 and it's way better than the other.
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Post » Fri May 10, 2013 4:25 am

Previously, I have been using Unity3d with the android add-on. It's a great engine, but not really suitable for 2D games and it has hidden costs so I switched.
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Post » Sun May 12, 2013 2:24 pm

First, I used Stencyl. Felt too clunky for me. (The way you laid out objects on the scene was horrendous!)

Then, I tried Unity. You had to learn programming. The reason I was looking for a game maker other than Visual Studio is that I suck at learning programming. Also, it was for 3D games. Not ready for that.

Finally, I came across C2. I love it.

THE END
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