It´s Construct 3 for me?

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  • casualevolution

    Hey there, fellow GameSalad user here (have been using it for more than 7 years).

    Construct 3 is a fantastic tool with a lot more depth and power than the GameSalad Creator. The way you build your logic is a bit different but way smarter. Also the developers are incredibly open and active. In my opinion C3 is well worth the cost and I can't recommend it enough!

    Yes, I understand the different logic, I have a little doubt if it is comfortable when the project becomes big

    One thing to keep in mind with C3 is that even though you can export for a variety of target platforms, the result will always be a pure or wrapped web application. This results in some problems (e.g. performance on some mobile devices) of which some can be circumvented and some can't (at least not easily).

    Yes, let's say that this is the big issue behind C3

    as long as the games do not suffer from glitches and other problems, I do not care too much ... but what I do not want is that will be to obvious that the game is a wrapped web app

    Personally I am willing to put up with this because C3 is an awesome tool with a bright looking future by great developers. Right now a new runtime is in development and it's already scirra.com/blog/224/announcing-the-construct-3-runtime showing promising results.

    I just read it, it seems to be close to what I imagined

    Thanks!

  • Yes, I understand the different logic, I have a little doubt if it is comfortable when the project becomes big

    To be honest, I haven't used C3 for a big project yet. But from what I've seen in my projects it's much more comfortable than GameSalad. It's up to you to structurize your logic but you absolutely have the tools to do it. You can create hirarchies of groups and split off parts of your logic and put them in separate event sheets (which you can then include in your main ones).

    To draw a direct comparison to GameSalad:

    • you can see much more of your logic at once thanks to a much better designed UI
    • there's a really good search function which makes navigating your logic a dozen times faster and easier
    • you don't have to open and close tons of actors all the time while working on your logic (this could be circumvented to a degree in GameSalad by using one controller actor that did the heavy lifting but you still had to jump between actors every so often)
    • you can organize your logic much better accordingly to your own liking
    • all of this works blazingly fast (don't know how much and how long you've been using GameSalad but there were times when opening an actor with a bit of logic in it would take 10 seconds to load and scrolling through the logic would result in multiple seconds of lag)
  • > I started out using game salad and to be honest I can't even compare them as game salad is way too limited and construct is so much more user friendly and powerful imho. I now have my own company making games for a living and construct is one of the biggest reasons that I achieved that. So I strongly recommend switching over.

    >

    Ok! thank you

    > 1. There are tons of questions about this. But I usually just make a 16:9 game and use scale outer or scale inner depending on what type of game it is and with some simple tweaks your game will fit any screen perfectly

    >

    Yes this work, but if your game have circles, the stretch can be notorious

    It doesn't stretch the screens with those options it shows more or less of the screen. So it scales perfectly without any distortion which makes the game look great whatever screen ratio.

    > 2. Exporting is one of constructs biggest flaws. Exporting to steam and web is very easy and mobile isn't that hard either if you know how to optimize your code. But exporting to consoles isn't really possible atm without third party porting. You can release UWP on xbone but it isn't optimal. My game that is waiting to be released through IDnyg@xbox is still waiting for the missing features in the engine and it has been a year now. But I've heard great news about simple porting for construct games so I hope we'll see some real console releases soon.

    >

    This is my biggest fear

    C3, can generate .exe? Yes you can export an exe file

    C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    C3 export to iOS with out a Mac? or how? Yes, when you export for desktop you get windows, mac and linux builds.

    > 3. Can't say much about that amount of physics objects as I haven't stressed tested it. But I had no problems working with physics with reasonable amounts of objects at least

    > 4. Conctruct has letterbox scaling so making a pixellated game is no problem and you can scale it however you want remaining hard sharp edges as nearest neighbour is supported.

    >

    OK!

    > 5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    >

    OK! but you need program something outside C3? or anything are "include in the pack" Online multiplayer is included but there are free plugins that makes it even easier

    > 6. You can do that easily with ajax for example. There are many different solutions and isn't hard at all.

    >

    > 7. I use third party plugins for push notifications and it works great, not sure the official plugins support it though.

    >

    > 8. C3 has visual list builders where you can make tables and stuff for your game so you should feel right at home with that.

    >

    OK!

    > This might sound like construct is all perfect which it is not, but it is improving all the time and is by far the easiest game engine on the market. I use unity and unreal but for all 2d projects construct is the fastest and easiest by far.

    >

    > Anyway, that is my thoughts on it. I hope you'll end up happy whatever engine you choose. Good luck!

    >

    congrats for 8Bit Fiesta! I´m looking in Steam.

    do you have other games published? maybe one on iOS?

    I answered your questions above up in the quoted are ^^

    Thanks, I have made other games but 8Bit Fiesta was my first real commercial project. I'm now working on new bigger projects atm.

    But here are some of my games and they are of varied quality as some are very old

    PC

    8Bit Fiesta: http://store.steampowered.com/app/382260/8Bit_Fiesta/

    Pig Chick Blue Balls: https://www.youtube.com/watch?time_continue=6&v=G6EU8zE-B-g

    Mobile:

    Kim Jong Run: https://play.google.com/store/apps/details?id=com.linusappz.kimjongrun

    I had more mobile games and iOS games as well but I removed them all when I started my own company as I was going to release them again under my company name but I haven't had the time. So kim Jong Run is the only one I have left and that is published using really old mobile wrappers so I don't know how the performance is on modern devices so do not use that as a reference of C2/C3 mobile performance

  • > Yes, I understand the different logic, I have a little doubt if it is comfortable when the project becomes big

    >

    To be honest, I haven't used C3 for a big project yet. But from what I've seen in my projects it's much more comfortable than GameSalad. It's up to you to structurize your logic but you absolutely have the tools to do it. You can create hirarchies of groups and split off parts of your logic and put them in separate event sheets (which you can then include in your main ones).

    To draw a direct comparison to GameSalad:

    - you can see much more of your logic at once thanks to a much better designed UI

    - there's a really good search function which makes navigating your logic a dozen times faster and easier

    - you don't have to open and close tons of actors all the time while working on your logic (this could be circumvented to a degree in GameSalad by using one controller actor that did the heavy lifting but you still had to jump between actors every so often)

    - you can organize your logic much better accordingly to your own liking

    - all of this works blazingly fast (don't know how much and how long you've been using GameSalad but there were times when opening an actor with a bit of logic in it would take 10 seconds to load and scrolling through the logic would result in multiple seconds of lag)

    OK, thanks!

  • C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    That plugin works also in C3?

    C3 export to iOS with out a Mac? or how? Yes, when you export for desktop you get windows, mac and linux builds.

    my question was about iOS mobile, but it's good to know this too!

    5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    OK! but you need program something outside C3? or anything are "include in the pack" Online multiplayer is included but there are free plugins that makes it even easier

    How is that plugin called? so I look a little

    Pig Chick Blue Balls: youtube.com/watch

    this is C3???

    Thank you

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  • > C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    >

    That plugin works also in C3?

    Not yet but will probably be converted later. But the steam plugin that comes with C3 should work as well.

    >

    > C3 export to iOS with out a Mac? or how? Yes, when you export for desktop you get windows, mac and linux builds.

    >

    my question was about iOS mobile, but it's good to know this too! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Oh, sorry. You need a Mac or virtual machine to publish to iOS but you need that in all engines. App store only accepts entries from a mac computer as far as I know. Apple wants to force their products on all their devs you know <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> But I just make the game on my PC and borrow my girlfriends Mac to submit the game which takes 5min. So you only need a Mac to submit, all work can be made on your PC.

    > 5. Making multiplayer games is easy when you get the hang of it. I've used photon to make some multiplayer projects and it is great. I thought multiplayer was too complicated before but photon made it simple.

    >

    OK! but you need program something outside C3? or anything are "include in the pack" <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Online multiplayer is included but there are free plugins that makes it even easier

    How is that plugin called? so I look a little <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    It is the photon plugin but I don't think it is available for C3 yet but will also hopefully be converted over.

    Pig Chick Blue Balls: https://www.youtube.com/watch?time_cont ... 6EU8zE-B-g

    this is C3???

    No, I made that game in Unity. I do 2d in construct and 3d in unity or unreal.

    Thank you

  • C3, can integrate with Steam? included achievements? Yes, very easily, I use the Steam4C2 plugin though.

    That plugin works also in C3?

    Not yet but will probably be converted later. But the steam plugin that comes with C3 should work as well.

    OK! but you need program something outside C3? or anything are "include in the pack" Online multiplayer is included but there are free plugins that makes it even easier

    How is that plugin called? so I look a little

    It is the photon plugin but I don't think it is available for C3 yet but will also hopefully be converted over.

    this makes me think a bit if C3 is 100% functional and operational? or in general everyone is developing in C2? for which all the plugins are working?

  • I develop a commercial game in C3 and was one of the early adopters and it works smashingly!

    I try to keep my use or 3rd party plugins to a minimum though. I only use all of 3 external addons i think.

    So C3 is definitely functional and the addons will come with time. I would definitely invest in C3 rather than C2, since it's the future, which might not be the most popular opinion in the community sometimes but it's just a fact that will hopefully grow on people at the very least when the new runtime is out which looks fantastic

  • I develop a commercial game in C3 and was one of the early adopters and it works smashingly!

    I try to keep my use or 3rd party plugins to a minimum though. I only use all of 3 external addons i think.

    Thanks joelmayer since I am starting clear that I would like to do it with the latest

    What are those 3 addons that you use? I want to explore a litle

  • Well one is the Animated Text Addon by Toby R which is like 5 dollars in the store and the other two are by rex: MoveTo and CSV.

  • Concerning Steam integration : https://www.construct.net/fr/make-games/addons/84/greenworks

  • Thanks for all the answers, now the only thing that makes me doubt a bit is the process of exporting to each platform (iOS, Android and PC), how cumbersome it is and how much knowledge is needed for this

  • VS GameSalad I'll take Construct 2 or 3 any day of the week and twice on Weekends

    VS other tools....there may be more of a fair fight.

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