Construct 3 limitations if any?

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  • Ok guys.. so I am kinda of a beginner dev... I already used Unity GMS2 and RPGmaker to make games...

    And yes its quite obvious RPGmaker is very limited.

    My question however is.... How limited is Construct 3?

    Because I was reading a subrredit with people saying that Construct 3 cant do everything for 2D games...

    They claim however Unity is capable of everything.

    I am asking this because... I myself never found limitations...

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor (Making it was somehow hacky... and I couldnt get the result I wanted)

    Btw lets supose we are not using JS for things ok?

    But people on subredit also said that for example Unity can make dynamic text.

    For example making a word appear blue in case player has triggered X for example...

    Again I will repeat I am asking this bc I usually had very few limitations. Right now I can only think of the mining node.

    So... can we elaborate things that cant be done in C3 (at this moment) ?

  • most of the limitations people encounter are with the built in behaviors and instead of writing their own with events they just give up and move on to unity and use it's build in physics and then it'S jaky again, all game engines have the same limitations of scale where if your game gets up to a point you'll encounter problems because the built in behaviors are built to be general purpose and aren't applicable to larger games so in the end no there isn't really any limitations you just have to learn how to use the picking system effectively instead of learning how to use the behaviors and then try to band-aid game mechanics from them because it won'T be that great if you don'T have good event fundamentals and if you have good event fundamentals then you'll be making your own physics and collision detection and loading and culling and rendering to fit your game's specific niche which you would have to to anyways if you were working in any other engine and pushed it further than the general all purpose use it was built for, that'S why big game studios usually use their own inhouse engines to fit those requirements instead of general all purpose and why those engines are difficult to reconfigure when developers want to use en engine made for first person shooters and use it for a third person RPG game

  • Thats a good answer!

    I am so happy I dont need to change!

    I love this here =)

  • Some specific Construct limitations off the top of my head, there are probably more.

    No running when window is not focused.

    No FPS rate limiting controls.

    Certain things will run more efficiently/faster with pure JS, vs behaviors. The normal user is unlikely to run into this as a problem, until really pushing the limits of what a device can do. But then you can just use JS, so it's not really a limitation.

    Various issues with using HTML form elements, which float over the canvas.

    Jankiness with high cpu use (on certain platforms?), even if FPS is high. (This one is being actively looked into AFAIK and should be fixed, more of a bug than a limitation)

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

  • I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

    Well... I mean there is no physics right?

    I might have missed something....

    I know I can make the minerals spawns at x,y then move down with 8 direction... but the flow is unnatural....

    I would like the mineral to have a force applied to it that makes it go to the sides.... then I would like a physics simulation of my mineral falling on floor.....

    I am not aware C3 is capable of this...

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  • Construct 3 has built-in physics behavior that works well in a 2D environment.

    You could also code your own physics, but the available behavior should fit perfectly fine for what you're looking for.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/physics

    Simply add the behavior to the mineral sprite, then you'll get access to all the physics actions and events.

  • What Everade said, there is definitely physics included, or you can create events to achieve the desired movement.

    Alternatively, use the bullet behavior with gravity on and bounce off solids enabled (recommend fade behavaior as well). Spawn these "bullets" with a random angle and speed within a range you define.

    I'd definitely recommend doing it this way instead of the physics behavior. I don't think the physics behavior is necessary for what you're trying to achieve, it is also much harder to use.

  • Omg guys!!! I am learning new things everyday!!

    This engine is indeed impressive!!

    Thank you very much for reply!!

    I will try that now!

  • Btw I was able to so much now ...

    Physics are working like a charm on my game!

    =)

    thank you!!

  • Hi all,

    Based on the experience of my own thinking, it seems that how much a person thinks "out-of-the-box" is determining the limitations of C3. This probably sounds strange, but often comes true.

    In the past weeks, I regularly got stuck and looked for hours to get unstuck. My first reaction was to blame a bug or limit in C3. In the second look at the problem, I started to see where I could be wrong or misunderstood something.

    On all occasions, even the one I was convinced it was a bug in C3, finally, it was my own limited thinking or lack of knowledge (sometimes I like to run before I can walk) which was to blame.

    In my opinion, whatever environment you use, your own creativity combined with the level of abstract thinking determines the limitations of any development platform.

    Unesteemed the way we develop (Procedural, OOP or visual like C3), what we do is a "craft" and an "art". Not the tool (C3 or anything else) but the person behind the tool is responsible for the final result.

    I do agree, C3 has its limitations, but it is up to us to use those limitations to make great games. In my case, this is a real challenge because I cannot use C3 as often as I wish. Nevertheless, even with very limited time, you create something wonderful in the end when you pursue your goals!

    Happy "game-creation" in C3!

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