Havok's Recent Forum Activity

  • Also getting this on Windows 10.

    Working fine on another laptop with Win 7

    Build 216 working fine.

    I own Gamemaker Studio, Fusion 2.5 and Construct 2.

    Construct is the cheapest and the best for my use. Comes with easy download and no fuss licensing etc.

    Everytime I get to use the others I feel frustrated by something or the other, when I use Construct 2 I feel like a weight has been lifted. This goes from using the sites, tutorials upgrading licences etc.

    Construct 2 makes game development fun.

    There are issues or things I wish where different but with Ashley Tom and some members here doing amazing plugins etc, it's really non issues.

    And this is where Scirra has a HUGE lead. The community and documentation as well as how professional things look (websites, forums, documentation, tutorials) esp in comparison with Clickteams stuff.

    Funnily enough I really like the way Fusion 2.5 event system works...everything is exposed all the time. It's a great way too learn. I am in the minority but I can tell exactly whats what, however, because of the way it is it's also very limiting in some ways, although many, many good games have been made with it. FNAF 1-4 to name just one series.

    I do feel competition will heat up with Fusion 3 and Construct 3.

    Yves one of the Devs said that Fusion 3 will definitely release in 2016, so this year we get to see Fusion 3 and Construct 3 I bet.

    My money is on Scirra though.

    Gamemaker lost the plot somehow imho. it just got so fragmented in community and tool that unless you just code it gets frustrating fast. To me anyway. Not to mention both those two tools are very expensive.

    Imho Construct 3 is where it's going to be at...although I really like Fusion for it's export options native...I understand what Scirra is trying to do, why, and the bet on HTML5.

    I think it will pay off.

    Ashley and team feels they know better than the community at what we need, rather than what we want. For the most part they might be right

  • That's exactly what it means.

  • It's going to stay a great tool for animation and so on but since it doesn't have drag and drop coding, I doubt it will cut into Construct 2 or 3's market.

    I mean it can export to HTML 5 now anyway and Air. So you can make iOS / Android and Windows/MacOSX apps now.

    For people great with writing code, or who prefers code - maybe, but then they are not really the Scirra target market.

    Probably more competition for tools like GameMaker.

  • Game companies in the 80's and 90's got rich by copying another game...well...almost cloning them exactly but replacing graphics etc.

    Illegal? No.

    Unethical? Maybe.

    A problem for you? It shouldn't be.

    Focus on marketing, getting to know your audience, provide updates, fixes quicker then them and your game will stand out.

  • I don't think one can compare a 3D engine and what you can do there with a 2D engine - or rather game creator - like Construct 2.

    3D brings it's own set of challenges etc.

    The choice is quite easy i think and I agree that you need to decide what game you want to make, look at the game creators and engines and then decide on one best suited.

    If you want to make a FPS you are not goign to choose Construct 2 or GameMaker etc. even though technically you can make a Wolfenstein clone etc. Much better to use UE4 or Unity for that.

    I think C2's competition is Gamemaker, Stencyl and Fusion 2.5 and much more likely Fusion 3 at the end of the year / early next year when they get a better .

    Scirra decided to stick with HTML5. imho the mobile stuff will get sorted, a proper Steamworks plugin will be made one day

    The arguments the OP gave for taking a break from Construct 2 is not really related to 3D. One of his points does highlight it but he lists:

    Reason 1: C2 uses developing/unfinished technology - Well, tech always continues and its good to get in early sometimes

    Reason 2: Limited commercial possibility - I don't think C2 limits the commercial possibility at all. In fact, it makes it more possible due to it being easy to create games.

    All systems and game engines has its issues:

    C2: Fantastic code system, and great price but performance / export lacking for mobile, No native export.

    Stencyl: Great performance and code system, but terrible Ui (imho) and subscription price model.

    Fusion 2.5: Great performance and powerful plugins but the click system is a bit weird and the UI feels very old. Lots of built in ceilings from older Multimedia Fusion. (this will be gone in Fusion 3.) Each exporter is paid for and not really cheap.

    Gamemaker Studio: Click together scripting and code, but the click system is old and the Ui is not nearly as good as Scirra. Expensive exports, forums disjointed.

    Unreal Engine 4: Free but takes 5% royalties after $3000, much more overhead to work on and much higher learning curve. Blueprints powerful but ideally coding will be needed

    Unity: same as unreal more or less. Have to learn code to use it properly

    So yeah...decide what you can and can't live with and make a choice. The OP did this for his reasons. We all will have our own reasons to stick with C2 or move on. At least we are all making games and thats fantastic.

  • Interesting discussion.

    Wouldn't it be amazing if one could have a 3D Construct? I like Constructs's events system and being able to use that power in 3D.

    I know it wont happen but it will be something brand new. never been done as far as i am aware.

    3D games...well i come from making Flash Educational games then moved over to some 3D visualization games in Garagegames Torque 3D but we had a small team. So i was mainly level / Environment designer and others coded.

    My main job now is Drupal and Sharepoint work so non interactive gaming but always thought to get back into 3D.

    Thing is it's tough as well. 3D is not as easy as 2D to make WELL. If you don't make 3D well it looks amateur. An amateur 2D game can have some style or some sort of feel to it that cannot be captured in 3D.

    However, with VR and AR i see a big boost in the gaming arena with 3D games and VR tech. Nielsen marketing i think it was, said that it will be a $ 150 billion industry by 2020.

    I will download Unreal Engine 4 and try this Blueprints you guys talk of. last I checked anything about Unreal Engines was with UDK.

    In my opinion though, if you want to make 2D games fast for desktop and web, Construct 2 is where it's at currently.

    Stencyl is cool with performance vs C2 but not there in terms of efficiency and power I think.

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  • So I've done a few tests but there is still an issue.

    Look at this Capx example.

    http://1drv.ms/1Mmllhl

    You will see that whenever the player collides with an obstacle there is a problem then simulating the jump for instance as it was still continuing closer to the player object.

  • So it works, kinda.

    The enemy follows the commands but obviously not at exact place the player did.

    I'm wondering if this is not actually solvable with an array to record movements but I'm kinda clueless about them at this stage.

    It cant be too difficultas hey did this in 1988

    I wonder if there is a way to record the player input of a keyboard or gamepad and then playing that back.

  • Thanks Toaster, that seems like it could work! I'll give it a try.

  • I need a way to let an instance i just created then match what the player is doing.

    When the player moves the instance moves but I need to set an offset or a distance from the point.

    But if the player waves the instance waves immediately.

    Basically what I'm trying to re create is something along the lines of the "Ghosts" of the player in the game Ninja Gaiden.

    So when player jumps and runs then jumps, the instance a half second later jumps then runs then jumps.

    Another small twist is that when the player stops moving so does the instance...even in mid air.

    You can see what I mean 0:35 seconds in on this video.

    https://youtu.be/M8beT4d7HIw?t=35s

    One can obviously use "Set to position" and set the position of the instance to the player after spawn but that then only jumps there. it's not a smooth transition.

    One can probably do some sort of Simulate control but how would you do the wave or a shoot at the same time.

    So as you can see i'm not 100% sure how to approach the problem. Any behaviors that would perhaps help make it easier?

    Any help would be greatly appreciated.

  • Is there any way to make that curved movement instead of it going directly to the points?

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Havok

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Member since 20 Jul, 2011

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