Unity vs. Construct 2

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  • 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?

  • lol, $300/month that's why... can fund a whole team to work on features etc

  • Because Unity has a massive team and budget behind it, while C2 is programmed by one guy.

  • 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

  • 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,

  • 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.

  • 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.

  • 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

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

  • You can use unity for free and publish your game, But you can't delete unity logo unless you get a license.

  • > 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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  • 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.

    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"

  • 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)

  • 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.

  • 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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