Unity vs. Construct 2

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  • Whiteclaws Thanks... curious then why we don't see many (any really) true multiplayer games on the market. Yah theres words with friends and stuff like that but those are too slow. I want tanks shooting at each other (Im currently making a scorched earth clone ) or platform fighters. I feel that's the next thing with mobile games and C2 really does make it easy. People have got be getting tired of playing against the computer by now.

  • troublesum, because most of Unity's users are indies, and we indies can't afford to rent a server 24/7 forever + Mobile games are rarely $ucess, so I can't risk to buy a server for 200$/mo when only 3 players bought the game, tl;dr, it's too risky

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  • Some cool free open source engine are available

    Turbulenz

    -2d,3d, IAP for Android n IOS

    -Export natively to IOS+Android due to popular demands and should be faster than CocoonJS

    -Multiplayer

    -Social Networks

    -Cons-

    No Admob or Ads yet.

    http://biz.turbulenz.com/developers

  • Whiteclaws Thanks... curious then why we don't see many (any really) true multiplayer games on the market. Yah theres words with friends and stuff like that but those are too slow. I want tanks shooting at each other (Im currently making a scorched earth clone ) or platform fighters. I feel that's the next thing with mobile games and C2 really does make it easy. People have got be getting tired of playing against the computer by now.

    Check out "Desperate Gods" you can download the source or I can look for it. It was a gamejam type thing. Its a board game with multiplayer and turn based type deal. It's goal was to be as close to real board game play as possible.

    Oh, it is made in Unity3d

  • 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?

    Long story short -> Unity is superior to Construct 2

    But in order to use Unity you need more resources (programming skills, more time spend coding and/or more money ... etc). Also, we are talking about a difference in price.

    I'm pretty sure that C2 also have memory management, nothing compared to the one from Unity, but it gets the job done.

    Unlike C2 that comes with IAP and social networks plugins included, monetization and social network in Unity is implemented by the user by coding or by buying a plugin.

    Also even if you export the games directly to other platforms, you need to code out the compatibility (unlike HTML5, native applications/games have a different structure on each platform)

    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.

    Multiplayer in not easy ... just read Multiplayer tutorial 1: concepts. You will need to implement all of that by coding into Unity, or you could buy a plugin and adapt it to your needs, but either way is no easy task.

    Some cool free open source engine are available

    Turbulenz

    -2d,3d, IAP for Android n IOS

    -Export natively to IOS+Android due to popular demands and should be faster than CocoonJS

    -Multiplayer

    -Social Networks

    -Cons-

    No Admob or Ads yet.

    http://biz.turbulenz.com/developers

    Looks good, but unlike C2, the programming in Turbulenz is made by coding

  • Also another difference is that I think unity export to different formats(one for each platform), while C2 exports to html5 (which is interpreted by each platform concerned)

    C2 wrappers actually are against the whole concept of html5 being multiplatform all by itself, it is like a little bonus, but C2 is still and will be html5 by essence (unless they change their mind about that), wrappers are more an ease of distribution rather than a reliable thing (cocoonjs can be broken easily, crosswalks is just an older chrome for android, etc..., only phonegap is not counter productive, but it is not a viable solution yet), as mostly the .html is the actual export and work well on sufficient devices with updated browsers. And so of course monetisation on wrapped mobile is not easy to implement since it relies on more 3rd party not so standard compliant wrappers instead of relying on a standard technology when the entire C2 engine relies more on a standard way of doing things.

  • I know I'm replying to an old top but didn't want to create a new one.

    There is many game engines, even AAA games don't all use the same engine the engine is chosen based on what the game needs are.

    For me that is high quality 2D support and C2 or Unity supports that, 3D support now I can just write a plugin with C2s SDK no problem, as I'm just working on an old school 16bit RPG however that RPG is over 200+ hours long and is why Unity would take the development process over 10 years to complete by 1 person which is me! With C2 i can probably write 1 game ark in 6 months time which is about 10-15 hours of gameplay.

    I'm not writing a short game, it is based on a manga series and I'm also working on a concept of an action-rpg which also will be long but be a standard 60 hour game.

    However, a decent tile engine and map editor would help C2 out quite a bit^^...

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