V_M's Recent Forum Activity

  • Finding ways around those limitations and still accomplish your goals is what creating any software is all about.

    Tru dat : >

  • Thx Fengist. Ideally I would love to use a streamlined engine like C3, but robust, and with access to in depth features, in case I need them. Depth and simplicity can exist in one package.

    The problem is so many devs who decide to work on simple, streamlined apps, don't expect users to want to do serious production using them. Which is a pity, cuz.. sometimes a simple, streamlined, but solid, robust app, can be the perfect fit. Like Weta designed Mudbox for a specific task. Maybe game design is a lot broader.. but look, Unity is pretty simple on the surface too, it's really easy to create and manage content [what's not easy for me is visualizing a project in C#..].

    Anyway, there's no good reason for not having a solid/robust way to group and list in-game assets. And prefabs / configurable assets at the core of the software.. I found C3's layouts and event sheets to be kinda like doing 2D animation in the old days, before animation timelines were invented. I mean, there are so many excellent examples of how other engines do things nowadays. C3 devs decided to reinvent and be original.. so the engine looks simple yet difficult to use. :D

  • Thx guys. I was looking for a more traditional and easy to use method of working with files, like a folder system, or a list. Something like Unreal or Unity or Godot have, or Windows.. or the Maya Outliner. And configurable assets with inheritance options, like Unity Prefabs, or Unreal Blueprints.

    After chatting with people on the Discord channel and trying the free edition a bit, it became pretty clear that C3 is not what I'm looking for. I guess it's a bit like Unity Playmaker? You can do lots of things, all made simple, easy to use, but the engine is not designed to handle complexity.

    Btw, I think the free edition is too limited, which doesn't allow people to properly try-before-buying. Some of the engine's functionality is off limits. Like the Z depth layers editor, which someone suggested I could use.. [And then I saw a video of what that is, and it's clearly not for grouping and selecting files.]

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  • Well.. 2 compound questions.

    1. Project > Object Types.. say I have George as a type. But in the scene there are 555 Georges. How do I find and select these 555 George objects individually? Only visually, in the editor? Is there a list of them somewhere? [Can I hide or make some unselectable btw?]

    2. Can we create prefabs? Like a collection of objects, and an interface for them, so I can tweak their values easily by accessing just one tab?.. And can we have a parent-children inheritance? Are complex hierarchies possible? Like GeorgeRedFast being a variation of GeorgeRed, which is a var of George, so you can give them defaults, but also individual values..

    Thank you!

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V_M

Member since 12 Jun, 2019

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