Construct 2 Easy to Use but Lacks alot

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  • A beginner complaining blaming an engine for his lack of knowledge. Again. , instead of creating topics such as this one, if you really want to create this project, learn! And if you don't want to learn, you can hire / team with other C2 programmers. Otherwise, move on and don't blame Construct 2.

  • why ?

    Not regarding performance, but in my experience bigger projects built with that method result in a messy code you'll have a hard time to see through. Node based methods (like blueprints in UE4) also suffer from this problem. It ultimately comes down to user preference, since some programmers prefer text-based code for bigger projects. C2 offers very good orgranization methods for your event sheets and if you use them correctly, you won't get lost in the code.

  • but it turns out you can't send your sprite to the next layout you have to make him global in which case he is in everylayout and he is still recieving mouse clicks in invisible.

    you can always instead of keeping the position of the global sprite and turn its visibility off... just move it outside ... and its out of the reach of the clicks? just saying.

    or you could check for invisibilty... if sprite.actor.opacity=0 and object click do nothing. else do this etc

    hi,

    use unity + blox 3 plugin

    that looks exactly like Stencyl and scratch visual editor. :O its intriguing ... however gameplay performance after developing with those and to actually getting them as i see on youtube tutorials... are pretty bad...

    plus ... all games you wrap with unity needs to be runn'd on unityplayer which i think its a big stepback. since unity player doesn't work on chrome ...

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    > w

    hy

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    Not regarding performance, but in my experience bigger projects built with that method result in a messy code you'll have a hard time to see through. Node based methods (like blueprints in UE4) also suffer from this problem. It ultimately comes down to user preference, since some programmers prefer text-based code for bigger projects. C2 offers very good orgranization methods for your event sheets and if you use them correctly, you won't get lost in the code.

    Fixed.

  • Fixed.

    Thanks

  • I think it will be good for you to get out there and try some of the alternatives. That way when you come back you will have more appreciation for C2. Not trying to be offensive (and not claiming that c2 is perfect either) but in my opinion this is hands down the best software for ambitious beginners.

    Maybe the problem for you was that there wasn't 1 clear cut way of doing everything. It is a shame you didn't ask for help earlier because you would have got it.

    As for networking though, designing a network game is hard and you need to plan in advance so it is not the best thing to start with as newt said. When you do return be prepared to put in a reasonable amount of time to learn the fundamentals.

    winkr7 off topic but regarding the wait 0 thing - basically if you ever find the event sheet skips something (like you create a bullet and assign it a variable and then pick that bullet by its variable and it doesn't work) then a wait 0 or wait 0.1 can allow it to catch up and pick properly. Its rare that you ever have to do it and is kind of hacky really.

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  • >

    >

    > why ?

    >

    Not regarding performance, but in my experience bigger projects built with that method result in a messy code you'll have a hard time to see through. Node based methods (like blueprints in UE4) also suffer from this problem. It ultimately comes down to user preference, since some programmers prefer text-based code for bigger projects. C2 offers very good orgranization methods for your event sheets and if you use them correctly, you won't get lost in the code.

    1. blox is nothing like node based mehods

    2. blox need much less code (in c2 you have to get x and y and set 2 variables but in blox you set them in one code)

    3. blox is like unity scripts so you must make them for each object so dosent matter how much big is your project you never need too much blox at the same sheet

    4. for non programmers c2 expressions is like programming but not in blox

    5. make a one small game with it then compare it with c2 its so much more then c2 becuase its unity + blox

  • 1. blox is nothing like node based mehods

    2. blox need much less code (in c2 you have to get x and y and set 2 variables but in blox you set them in one code)

    3. blox is like unity scripts so you must make them for each object so dosent matter how much big is your project you never need too much blox at the same sheet

    4. for non programmers c2 expressions is like programming but not in blox

    5. make a one small game with it then compare it with c2 its so much more then c2 becuase its unity + blox

    1. This is why I said node-based methods also suffer from orgranization problems.

    2. & 3. Ok, then I didn't express myself correctly, sorry. I was thinking about complicated, lengthy scripts. Serious projects tend to have some of those.

    4. So Blox simplifies that part of visual programming?

    5. Since I was talking about big projects, there's no need for making small games to compare the two regarding this conversation. However I'll probably do some tests in the future.

    +1. We should move to another topic or continue this elsewhere, since we're off topic here.

  • >

    > 1. blox is nothing like node based mehods

    > 2. blox need much less code (in c2 you have to get x and y and set 2 variables but in blox you set them in one code)

    > 3. blox is like unity scripts so you must make them for each object so dosent matter how much big is your project you never need too much blox at the same sheet

    > 4. for non programmers c2 expressions is like programming but not in blox

    > 5. make a one small game with it then compare it with c2 its so much more then c2 becuase its unity + blox

    >

    1. This is why I said node-based methods also suffer from orgranization problems.

    2. & 3. Ok, then I didn't express myself correctly, sorry. I was thinking about complicated, lengthy scripts. Serious projects tend to have some of those.

    4. So Blox simplifies that part of visual programming?

    5. Since I was talking about big projects, there's no need for making small games to compare the two regarding this conversation. However I'll probably do some tests in the future.

    +1. We should move to another topic or continue this elsewhere, since we're off topic here.

    I was always saying that some expressions need some sort of visual representation and gui to set them up, to make things easier. It is true that the amount of programming we got to do in a non-programmers software is staggering if you want to make something bit more complex. For example I was porting level generator from unity tutorial too c2, and it needed many more events, and in the end didn't work fully right ( cause it wasn't detecting the edges of arrays for some reason, so some parts of map would be going beyond them ). Anyway, making things simpler to use is always a good direction.

  • ...Anyway, making things simpler to use is always a good direction.

    True. Simple is good while it's not limiting the functionality.

  • no offense, but it's not C2... it's your producer skills.. they're green... keep looking and watching other games and try to figure out how they achieved whatever effect you are after. 2 months is the tip of the iceberg.. you need years to become good at developing games..and making games look good. Part of making games is having an eye for what looks good. Games are extremely art based. On the flip side you need to have programming know-how (regardless of Scirra's moniker "no programming required").

    don't give up... keep at it.

  • After watching this drama unfold, this is still my favorite comment on the thread

    "2d MMO"

    Pick something easier to start, like, say.... anything else.

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