- What you want in C2 for 2015 -

Discussion and feedback on Construct 2

Post » Fri Jan 02, 2015 3:34 am

megatronx wrote:This one is a bit nebulous request but an additional behavior trough which we could set objects that the object with behavior would avoid would be nice.


Admittedly, this is a third party plugin, but it's by rexrainbow, it's awesome, and it might be what you're looking for:

behavior-rex-ljpotential-attracting-or-rejecting-objects_t112786
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Post » Fri Jan 02, 2015 3:51 am

TiAm wrote:
megatronx wrote:This one is a bit nebulous request but an additional behavior trough which we could set objects that the object with behavior would avoid would be nice.


Admittedly, this is a third party plugin, but it's by rexrainbow, it's awesome, and it might be what you're looking for:

behavior-rex-ljpotential-attracting-or-rejecting-objects_t112786


Cool thx. Might work out well.
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Post » Fri Jan 02, 2015 5:25 am

No, HTML anything is flawed because it relies on browsers - for the most part Chrome.

Chrome is flawed because Gogle doesn't care about anybody else - the least of all C2.

So stop developing C2 - it is flawed because it is HTML5.

Start work on C3, and go back to targeting the OS, Win\Mac\Linux.
If it can be done, someone on the web will show you how to do it!

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Post » Fri Jan 02, 2015 5:49 am

michael wrote:No, HTML anything is flawed because it relies on browsers - for the most part Chrome.

Chrome is flawed because Google doesn't care about anybody else - the least of all C2.

So stop developing C2 - it is flawed because it is HTML5.

Start work on C3, and go back to targeting the OS, Win\Mac\Linux.


I think this might be the wrong engine for you if that is how you feel.
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Post » Fri Jan 02, 2015 6:15 am

HTML5 + Javascript is really a great choice for a game engine, the performance isn't optimal, but that sacrifice is worth it for the portability, there really isn't any other method of building a game you could so easily/reliably get working on multiple platforms. All I really want in C2 is a better editor sdk for plugin devs, and all the other features would then come from it eventually.
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Post » Fri Jan 02, 2015 8:46 am

Tylermon wrote:
michael wrote:So stop developing C2 - it is flawed because it is HTML5.
Start work on C3, and go back to targeting the OS, Win\Mac\Linux.

I think this might be the wrong engine for you if that is how you feel.


Agreed ; the whole idea is to target a technology that is, to some extent, portable. This pushes a lot of the complexity onto external modules. As soon as we start questioning this philosophy, we start talking about a whole different engine and set of tools.

So yes, relying on web-related technologies can be annoying and frustrating at times, but it is still much much much simpler than developing a cross-platform engine using native solutions and/or custom abstraction layers. Unless we drop the multi-platform aspect and focus on one or two desktop solutions ; but that wouldn't be Construct anymore...

Just having some rendering and shaders that work on both OpenGL (for desktop, and ideally on Windows you'd really want DX11, given the state of the OGL plugins...) and OpenGL ES (for mobile) is a significant amount of work and a major pain in the rear as it breaks as easily as HTML5 with OS-updates...
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Post » Fri Jan 02, 2015 8:58 am

michael wrote:Start work on C3, and go back to targeting the OS, Win\Mac\Linux.


Following on @Refeuh , @QuaziGNRLnose and @Tylermon , I'd like to remind that there is also a heavy, well established concurrence there. I mean, C2 is clearly an impressive tool to develop html5 games. But as far as targeting Desktop platforms (and consoles) is concerned, there are plenty of solid alternatives out there... game maker, unity, clickteam fusion, the unreal engine, to only name a few well-known pieces of software. There's even the open source Godot, which proved to be quite impressive!

Html5 is both a strong bet on the present and the future - don't forget it's a relatively young tech, and it's already pretty reliable!
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Post » Fri Jan 02, 2015 9:49 am

I've only been using C2 for a few months and am massively impressed by what it has to offer. It's a big improvement over Stencyl, which I used previously. There are however a few things which I find are missing in C2:

1. More collision control
Stencyl has far more control over the collisions. In C2 it's limited to 'Colliding Yes/No?'. Overlap can be used creatively to solve a lot of this simplicity, but it shouldn't take multiple objects and event code to check for a collision specifically on the left side of an object. So more complexity in terms of actions/conditions for collision would strangely make our lives a lot easier. Another thing that Stencyl does well with collisions is that it groups colliders and allows more of them per object. This can be used to for example have a separate collider for the player's interaction with the terrain and one for interaction with enemies. Often you would want those to be different sizes or even shapes. The terrain collider needs to be wide, to for example allow players to easily land on ledges. The enemy collider however is generally made a bit smaller, to give the player a bit more leeway when close to enemies. This is possible in C2, but requires a lot of events, objects and pinning. It could be so much simpler.

2. Easier individual object targeting
If you want ten objects to each target other objects for some sort of action you need to write a targeting event and use number of text variables to set the targets in the level editor. If there was some sort of object variable, the number/text matching for targeting would be unnecessary and would make everything go a lot quicker.

3. A useful lighting/shadow system
The current implementation of lighting and shadows are pretty bad/useless. Light and shadows never stops, which is kind of the only thing that matters for most implementations. The shadows look terrible and if they don't they have terrible performance. A decent light/shadow system could make a lot of games work more intuitively and look much better. Just look at Thomas Was Alone or Monaco what difference the light/shadows make there.
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Post » Fri Jan 02, 2015 10:11 am

QuaziGNRLnose wrote:HTML5 + Javascript is really a great choice for a game engine, the performance isn't optimal, but that sacrifice is worth it for the portability


At the beginning of Construct 2 I held a very negative stance towards HTML5. Once C2 developed further and my own experience grew, there was a certain enthusiasm about being able to develop for almost any device. Only owning an older android device, I even went ahead and bought a Nexus tablet.

Unfortunately I was pretty soon disenchanted, because the performance was and still is a very fragile thing if you're trying something remotely advanced. Construct 2 heavily relying on third parties for exporting options to different platforms doesn't help the issue either. If there's a problem with these, it is not only out of your own control, but Scirra can't do anything about it directly either.

Overall it gives more of the impression of a bit of a mess rather than a great breakthrough in portability. To me at least.

Granted, it also depends on what kind of games you want to develop. C2 attracts a whole "new" group of developers, who want to make game apps. Casual games rather than, well, core games. I can see this being a good business decision for Scirra. At the same time I can't deny it makes me feel a bit alienated.

QuaziGNRLnose wrote:All I really want in C2 is a better editor sdk for plugin devs, and all the other features would then come from it eventually.


In a podcast interview not too long ago Ashley stated this would be one of the major things for Construct 3. I also got the impression that C3 might come earlier than expected and C2 will then stop being extended, but still maintained. Don't kill me please if I'm incorrect here.
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Post » Fri Jan 02, 2015 10:22 am

In my personal opinion (as a non programmer), C2 has the best visual and intuitive interface/coding system for creating a game. THE BEST.
I tried to move to unity or gamemaker or whaterver. But the result is the same: I'm not a coder and only C2 gives me "Magical powers".

So I would love to keep C2 as my main game creation tool but it has a weak point and a serious one if you want to do cormmercial products : the exporters. (with all the issues we can read for months)
I don't know if we can imagine 'solid native exporters' for every platforms (even consoles). I would be ok to buy the option for each exporter even hundred dollars (like the other engines do).
But Ashley said it would be too difficult to maintain.

"I WANT TO BELIEVE" anyway.
:)
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