Construct 3 any news?

    chadorireborn spark engine has not a bigger team behind it. i think only Aris the programmer is in charge with the engine (like Ashley) the other two are for marketing and ui design. and spark engine's site is down for 2 weeks now. Imho release date of spark will take for sure 1+ years more.

    But remember, GM2 has many bloatwares that is it's own downside.

    I don't mean to start an off topic talking here, but can you elaborate in PM, since I don't know that side of GMS2 (I haven't tried it yet)?

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    I'll pay good if C3 can do what Buildbox can do... just thinking out loud

    > But remember, GM2 has many bloatwares that is it's own downside.

    >

    I don't mean to start an off topic talking here, but can you elaborate in PM, since I don't know that side of GMS2 (I haven't tried it yet)?

    I think it's better if i share it to all so everyone would know. My first impression with GMS2 was like when i first saw Unity3D. It looked cool, fully-loaded with tools, and had a great UI but i was instead disappointed. GMS2 on startup is laggy on mid-range PCs and i was shocked because it doesn't happen with Unity3D or with high spec required games that i play. So I investigated and found out that the startup of GMS2 was downloading contents from the background to advertise their site and etc... It's bloatware if you ask me. And there are also GMS2 skins which makes your PC use up high memory and cpu even though you haven't even started on a game project yet. There is also the GMS2 effects that use up your resources instead on focusing on ease of production. And and many more reasons.

    Unity3D was fast for me and C2 was very fast. I could actually go and make games at the fastest speed that i can. But GMS2, I can't work without dealing with short lags or buffer. There is definitely something wrong with their program...

    This is a reason to consider C3 more than GMS2 if you ask me.

    Ashley Where would we post official development suggestions/feature requests? I don't see a forum section designated for this.

    For myself:

    1) Allow varying character size in Spritefont the way Photoshop does it (the world graphical/CGI standard). That way you can have a bunch of 11111's close together as opposed to in the middle of an empty square. It looks much more professional and would be super easy to program.

    2) Make Construct 2 officially compatible with the newest versions of Windows. I don't know why it's officially approved for such outdated operating systems.

    Ashley Also, I was afraid of this and it's not in the manual.

    When displaying scores via sprite font it should display 1000 as 1,000 automatically, 1000000 as 1,000,000. There seems to be no comma formatting support? Are we doomed to be forever using low scores?

    I don't get this.

    I just realized this wouldn't be that hard to do by deconstructing into separate sprite font objects and then doing some if then statements for positioning, but again, it would probably be a half day or a whole day of coding for something that should ostensibly be very simple.

    And there's something apparently called regex that might help with this, but I haven't messed with it yet and I only found it by doing a very specialized Google search. No mention or pointer to it at all in the manual under Text Object or Sprite Font Object.

    In Excel, believe it or not this is a button click to format a number any which way you want.

    As this is supposed to be software for non-programmers, I think something like this should be way easier.

    I'm glad I can do it and I actually enjoy a challenge, but I'm also feeling some burnout and money pressure.

    So you know Ashley, anything to make our lives easier.

    ---

    Please ignore this. I just discovered the buried Set Character Width feature on Start of Layout which is great and to be fair it was in the manual. I was simply in a hurry and I didn't see anything on the left where you set the character size, so it didn't even occur to me it could be a buried feature.

    AmpedRobot don't jude construct 2 by a formatting , C2 is wayyy Greater to focus on handling formating , you can deep search by your self or learn some javascript , it's your problem not the engine problem , her is the solution in one line

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    Browser.ExecJS(YOU_NUMBER_VARIABLE&".toLocaleString('en', {maximumSignificantDigits : 21})")

    Looking forward to finally being able to develop in Construct2 (or 3 now) on my MacBook Pro. That whole No Layout issue has been bugging me for a while now. I was actually considering buying a new PC laptop altogether just for this purpose. Hopefully won't have to soon...

    chadorireborn Thank you for the information.

    Looking forward to the new version. Didn´t do a lot in C2 in the last month, cause of limited time, but I´ll definitely dig into C3 soon!

    MY GOSH LOOOOOL buildobox is so crazy expensive XD even my 3dsmax or photoshop are less expensive than that i definitely stay with cnstruct 2 & 3

    Buildbox is out of the game, I do not know what world they live in.

    Fusion 3 for the moment nothing we do not have in Construct 2.

    Game Maker 2 I liked it, a big change, but too expensive to be able to export out of windows.

    Construct 3, I have great hopes, after having fun for years of Construct 2, I hope to have many more years with Construct 3.

    Fusion 3 for the moment nothing we do not have in Construct 2.

    Compile real-time to C code, exported projects to JSON compatible with github? (and native)

    exported projects to JSON compatible with github?

    Nothing prevents you from taking your project folder to github.

    It is based on xml files, so it would work as well and you can upload your structure there.

    When you say "Compile real-time to C code" it means it exports your project to C ?

    What does the "real-time" has to do/really means here ?

    All compilations/exports are "real-time" because they are happening and provides you with an output anyway, aren't they ?

    > exported projects to JSON compatible with github?

    >

    Nothing prevents you from taking your project folder to github.

    It is based on xml files, so it would work as well and you can upload your structure there.

    When you say "Compile real-time to C code" it means it exports your project to C ?

    What does the "real-time" has to do/really means here ?

    All compilations/exports are "real-time" because they are happening and provides you with an output anyway, aren't they ?

    I mean Populate C: https://www.brokenjoysticks.net/2016/03 ... -premiere/

    [quote:2ldx82n7]Export C Code & Populate C In Real Time – Users are able to export their product from Fusion 3’s visual interface to C code at the press of a button. Impressively the new development environment also supports the ability to populate C code as you work.

    Also: http://www.clickteam.com/fusion-3-devel ... ?f3id=8769

    [quote:2ldx82n7]We chose JSON because of the simplicity of the format. Another candidate was XML which is another quite popular textual data storage format. We however felt that XML is not consistent enough for our tastes. For example you can in XML store your data either as a tag or as an attribute. In JSON there is only one way to store your data and it is, in our humble opinion, a lot more readable with less visual noise and more to the point than XML.

    Fusion 3 for the moment nothing we do not have in Construct 2.

    [quote:2ldx82n7]Run Your Games On A Mobile Device At The Click of a Button – When using Fusion 3 on a MacBook you are able to run your game on an iPhone attached to your machine at the press of a button.

    [quote:2ldx82n7]Multiplatform Support – Project development is possible across multiple platforms. In theory you can export a Windows Executable from OSX while using the development environment on a Mac, exporting a project to an executable state is still under development but editing a project on the operating system of your choice is definitely possible.

    [quote:2ldx82n7]Modular Design – Power users are able to develop new editors, tools and extensions directly from within Fusion 3 without the need for writing extensions in other IDE environments. Essentially this means that you can code new functions and behaviours into Fusion 3 within fusions itself.

    [quote:2ldx82n7]Written From Scratch – CT Fusion 3 is built from the ground up for modern 64-bit architecture and mobile technologies without relying on code from previous versions of CT Fusion (Multimedia Fusion 2 / Clickteam Fusion 2.5 & previous.)

    I dunno, I'm just pointing out the facts, not trying to stir the pot. Also, this was taken from a ten-month old article.

    This is probably like something that C3 could have had up for the last couple of years: http://www.clickteam.com/fusion-3-development-blog

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