Delenne's Forum Posts

    Delenne

    > Are nested timelines possible?

    At the moment this is not possible, I was thinking about it just yesterday though. But I don't think I will be able to start working on it any time soon.

    Too bad, but it is encouraging that you have thought about this. Nesting timelines simplifies a lot of animation work.

    > The animation interpolation control is quite rudimentary. Are you planning to add a graph editor of sorts?

    I am planning to add the option to create custom ease functions. These feature would come with a special editor to build your custom easing curve. You should then be able to assign that custom curve in the same way you assign the built in ones. Is that what you mean?

    Sort of. In animation software like Maya and Blender a graph editor allows for full control over the timing and easing of your animation.

    For example, here is the one that just got added to Godot 3.1 (beta):

    In the top is the keys timeline. Click on the little curve icon, and it opens the graph editor. I am used to 2d and 3d animation graph editors, and it is an essential part to fine-tune your animation. In Toonboom it is handled with an awkward mini dialog.

    In Anime Studio it works with an identical graph editor:

    > Will bones/segmented characters be implemented? The competition allows for these, and it opens up many possibilities. Construct still relies on Spriter, which is less than ideal.

    At the moment there are no plans to support bone structures. That is a completely different feature which just happens to work very well with the concept of a timeline, so they are often assumed to go hand in hand.

    Understandable. It is a huge undertaking all by itself. But seeing that you are working on this timeline I see a glimmer of hope at the end of the tunnel that might perhaps hint to having bones implemented sometime in the future.

    > Will motion paths be integrated with the timeline?

    I Have thought about this too, but I am not too sure when I will be able to start work on this.

    Again, great to know you have already been thinking about integrating these.

    > Which parts of Construct's functionality can be keyframed/used in a timeline exactly? Everything, including event sheets and functions, and parameters for any object that is inserted in the layout? How far does the integration go?

    At the moment you can create keyframes for almost all properties that can belong to an instance. This includes the common properties, instance variables, behavior properties, effect parameters, and plugin properties.

    Some properties don't make sense to be interpolated, so those are not available. Ej. Sprite's Initial Frame can not be interpolated.

    There are some properties which are missing, because they are not part of Construct at all. For instance at the moment it is no possible to set the current frame of an animation from a timeline. That is a missing feature I would like to add.

    Yes, that is what I meant. This opens up a huge number of possibilities!

    I have though about the possibility to interpolate Layout and Layer properties, Event Sheet global variables and the ability to trigger an event sheet action from a timeline, but those things are just in my TODO list. There is no estimated time of even when will I start with any of that.

    Looking forward to future timeline features in Construct.

    One more question: will users have access to properties of plugins? For example, will it be possible to control Spriter object parameters with the timeline? Or will it be limited to the standard Construct objects?

    This looks like a major step forward! It's nice to see Construct finally getting a proper timeline function like Godot, Unreal, and Unity. It opens up SO many possibilities!

    Couple of questions:

    • Are nested timelines possible?
    • The animation interpolation control is quite rudimentary. Are you planning to add a graph editor of sorts?
    • Will bones/segmented characters be implemented? The competition allows for these, and it opens up many possibilities. Construct still relies on Spriter, which is less than ideal.
    • Will motion paths be integrated with the timeline?
    • Which parts of Construct's functionality can be keyframed/used in a timeline exactly? Everything, including event sheets and functions, and parameters for any object that is inserted in the layout? How far does the integration go?

    Anway, good job so far. One of the primary reasons why I did not consider Construct in the past was the lack of a timeline. I'll be looking forward to see where this goes.

  • The game is shaping up quite nicely. One bit of criticism is the (lack of) level of animation added to the bosses, adversaries, and other elements. A lot of animation is implied through overall transformation and effects, but it leaves a lot to be desired compared to the quality of your cartoon game art.

    Take Dr Terrestrial, for example: it's basically a static head. When hit, it lights up, but that's it. The eyes don't move, the body doesn't respond to the action. If you'd separate all the parts, and animate them separately it would add much more polish to the final result, and make the game characters feel much less static looking.

    Or take those blob enemies: merely transforming in the y-axis looks too simplistic. Their eyes and brows could be animated, and the body controlled as a mesh.

    Have you considered the use of Spriter? It's a shame Construct doesn't feature its own animation timeline tools, otherwise it would be a doddle to add.

    Anyway, I feel adding more animation to your world and characters would make it look much more polished.

    Keep up the good work!

  • Going open source may be a solution too? Godot Engine is a self-contained 40mb executable (no installation) for Windows, Mac, and Linux, is easy to learn, (much) more powerful than either Gamemaker or Construct, and completely free. No hidden costs, and there's even a "kids can code" YouTube channel to help the students along.

    And it's a lot of fun to learn and use. For example, Godot has a built-in animate everything you want animation editor, which is super fun and liberating in your game creation process: even cut-out animated 2d characters may be constructed and animated right in Godot.

    On top of all this, your students have access to the full version at home or anywhere, really.

    I mean, your Construct 2 access and use is going to end at some point in the near future, and Godot seems to have all the advantages you want in a classroom environment: free, student accessible, no installation required, great support and community, a wealth of online tutorials and resources, 2d and 3d, native exporters, web export, animation timeline, simple to learn Python-based GD script (and Python is proven to be a perfect introductory language for young learners).

    The only drawback would be the lack of visual programming - although Godot does have a visual programming option, it's not that great compared to Construct's event sheets. However, it seems plans and ideas are going around to fix this in the future. On the other hand, your students would be introduced to Python syntax, and learn "proper" programming, and Python is a very popular language nowadays - so you'd be teaching them a real-world language too.

    Anyway, just throwing it out there. Schools have small budgets to work with as it is. You may have to wait for Godot 3.1 (out later this Summer) for lower-spec Opengl v2 support to be implemented again.

    [quote:33ppmv4v]The WebASM export is really nice now

    The export is around 20Mb for an empty project.

    Construct 2 empty project non-native export

    Mac: 177mb, Windows 64bit: 140mb, Linux 64 164mb

    Godot empty project native export

    Mac & Linux ~28mb, Windows ~26mb.

    Different engines, different approach. Obviously Construct is going to win with its javascript-based export. Godot's WebASM export includes the entire game engine (plus Godot includes a powerful 3d engine, and other goodies not available in Construct).

    Apples and pears!

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    I am utterly and devastatingly in love with Godot. Have been since last year, and Godot 3 is just... so lovely to work with. The WebASM export is really nice now. The new particles, the new sound mixing, the animation system, the nodes (Oh! the Nodes!) based system, the scripting, the new next gen 3d support, and a true poweful 2d editor.

    Combining timelines, IK support, WOW!

    Tried Unity, tried Construct (both 2 and 3), tried Clickteam Fusion, Gamemaker, and even Phaser.

    Godot is my only love right now. So easy to script things, and while I do mainly 2d stuff, the other day I implemented 3d backgrounds into my 2d game without a hitch.

    And native export. Someone made a Switch exporter too.

    The Godot devs have decided to implement Vulcan now, by the way and replace opengl 3.

    Sorry to be swooning over a game engine ;P

  • Hey, I just built an APK with it! It works. It's pretty simple, but it takes time to install all the tools. I'll make that tutorial as soon as I can.

  • Irbis

    No, there is no programming involved. The tools must be installed, and the export platforms chosen.

    The nice thing is that you will not need to rely on an external service.

    I will see if I can try this myself, and create a quick tutorial tomorrow.

    I really feel for you - it is a terrible situation to find yourself in. Your story also confirms that my decision to choose Godot instead of Construct for my current game (which is a semi-large project) was the correct one.

    I had a developer friend of mine read your first post, and he came up with a potential solution for the Android APK build: install a local version of Cordova, and you do not have to rely on an external third-party service like IntelXDK. You remain in control.

    Linkies for step by step installation and APK building:

    evothings.com/doc/build/cordova ... indows.htm tinyurl.com/j6y75kt

    evothings.com/doc/build/cordova-guide.html tinyurl.com/klzx9tu

    These links are for a different html app builder, but the workflow should be identical for Construct, I was told.

    He told me that it can be finicky to setup and get your first builds, but it shouldn't take more than a day to get up and running.

    I hope this info helps you a bit. Very sorry to hear about your predicament; I have had my fair share of client-related panic button situations too, so I empathize.

    Well... I don't like Godot.

    Looks to complicated and it's all scripting.

    Even though I know scripting (php, python, pascal, js, vb etc etc)

    I don't want to do all scripting for a game... I want building to be visual.

    That is why I considered Construct 2.... But can't invest in a stand alone I believe will disappear.

    And I am not doing a subscription and get nothing for it at the end.

    Tried Unity and Real... nice and powerful. But their licensing and splash screen puts me off.

    You can only make games with Unreal (per license)... and Unity is going the expensive subscription too. But you can't make non games without getting enterprise license (CHA-CHING $$$$)

    These big game giants are making it harder and harder for newbies to obtain... what are these people thinking??!!

    I am looking for something that not only designs games, but can also do interactive content (not games) and output to html5 and standalone exe.

    Well, you can't have your cake and eat it too

    Nothing in life comes for free. Version 3 of Godot will have built-in nodal-based visual coding, but I think even then it is probably too much work for you.

    Most Game Maker developers code with scripting as well - it is more flexible - as Havok explained too. You will not get very far without scripting in Game Maker.

    If you want a drag and drop / Event Based system GoDot is not an equivalent or alternative to Construct.

    They are building a flowgraph system but it looks even more complicated than the code. If you want this type of thing + 3D then both Unreal and Unity + GameFlow or Unity + Playmaker is much better imho. I've used both and got some gameplay demos out how I wanted it with realistic amounts of effort. a day or two's work with some tutorials etc.

    I thought so at first too when I opened Godot the first time; until I created a first small game in it (tutorial). It may look complex, but really is not: just a different approach. For example, you want the camera to follow the player? Just parent the camera to the player. Change some camera settings, BAM! working scrolling.

    The animation timeline is a huge time-saver: no need to programmatically control a lot of stuff. And the beauty of Godot's timelines: they are stackable! Anything can be animated. IK boned characters are built-in, with control over animation blending. And the 3d features obviously offer a much greater scope in possibilities.

    But yes, the initial investment is much deeper - not unlike Unity (which I also tested, and I even purchased Playmaker for testing). I did not like Unity for 2d game development. I like having 3d options (like Godot), but I prefer to work in a dedicated 2d dev environment (just like Godot, Fusion, Construct).

    I also think that the more complex a game becomes, the harder it will become to control in Construct. I read a number of accounts from experienced C2 developers here about how larger projects become much more difficult to maintain. Godot is more geared towards larger game development. You can tell because variables can be exposed to an object's GUI in the editor, and it is even possible to run functions while editing ("tools mode"), and of course the excellent scene-based workflow (which I think is even better than Unity).

    I chose Godot because I do not like renting software, and I need good native exporters. And after trying out the visual editors in Construct and Fusion, I prefer simple scripting.

    Of course, there will always be trade-offs. The initial start-up in development will take more time in Godot than Contruct, I think - but I am confident that Godot is the better choice for (semi)larger projects, and for my project.

    But this is good, isn't it? At least there are so many alternatives, so everyone can make up their own minds. For me, after working for a couple of years in Visionaire Studio, I really like working with Godot. But for others who do not want to learn scripting, Construct, Fusion, of Buildbox (just checked that one out) will be a better choice. But in that case you will have to invest money. As I said, nothing comes for free.

    Looks like my only alternative is GameMaker.

    No, it's not. Other non-subscription options are Godot and Fusion for 2d games.

    I opted for Godot, and it's more capable than either GameMaker or Fusion. I've been having a great time with it so far: the scripting is easy, the built-in 'animate all' animation timeline a gods-end, and since it is open source: free.

    Godot is used and developed by an actual game studio, and you can tell. It's very efficient and organized to work with. Exporters for all major platforms, including consoles (by request and if you have a developer's license).

    So if you dislike rental business models for your software, there are choices.

  • So... To sum it up after five pages of discussion, two camps of thought:

    1) the Construct developer(s) maintain that it is due to drivers and user errors (for example badly scripted events)

    2) a number of game developers who have actually made and released larger 2d desktop games in C2 on Steam, and speak from experience when they notice performance is not up to par with 'native' engines, and of whom a number have switched to other game engines for their next games.

    Question to Ashley: does Scirra use their own engine to develop larger games? If not, perhaps it would be a good idea to work on at least one larger project to see for yourselves if there exist any issues.

  • But then why is Wii U listed? And why is Wii U listed as one of the platforms that runs "the Next Penelope"? It's misleading, if you ask me. I looked for the game to test playing on my Wii U, and it does not exist. Some people could say this is "false marketing".

  • I am a bit confused: on the Scirra.com website support for Wii U is listed, and "the Next Penelope" is released and running on Wii U according to the article here: scirra.com/construct2/games ... t-penelope

    But when I looked for it on the web (I have a Wii U and wanted to get the game for it), I found out that the developer never released it on Wii U, although (in his words) he really intended the game to be released on Nintendo's console in the first place: pastebin.com/gkcHUSx6

    Three publishers attempted to get it to run on Wii U, and it just did not work. The developer gave up on the Wii U release, and switched to Unity now, because of Nintendo support for the Switch.

    So now I am wondering: why would Nintendo Wii U support be listed on Scirra's home page, and why is Wii U listed on the same website as a working platform for "the Next Penelope", when in truth this just isn't the case?

    I genuinely think it's a perfectly fair deal. It's a fantastic product and it's still pretty cheap: you get all features and exporters, including a build system, for less than the cost of a build system alone (PhoneGap Build). Nobody is completely locked out of their project; it just disables some features (not even all of them; you can still edit layouts and such). We have already talked about how we plan to have a maintenance subscription to help people who just need to do light maintenance so they don't have to go for a full subscription to make changes after their subscription expires.

    Hey Ashley, here is an idea: you offer a Phonegap-type build system for Construct 3. Why not allow any html/js/canvas developer out there to not only build C3 apps, but also regular html/js/canvas based projects, just like Cocoon and PhoneGap?

    So in effect a Phaser developer might want to sign up for Construct 3, and use the Construct 3 build tools to upload and build their own code.

    This may open up new revenue streams for you, and Construct 3 gets introduced to js developers.