Ruskul's Forum Posts

  • I would also add there are many tedious things about adding variables or behaviors to game objects. Adding alot, making changes, removing them etc... So tedious I usually create new behaviors to add variables in bulk when I need many. At that point I usually just switch to unity, because scripting in unity is faster than making new behaviors...

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  • When you click to add a new game object, a dialogue opens that is focused. Without clicking anything, you can simply type the type of object you want to add and hit enter. This is fast and should be the model for how other dialogues behave.

    This contrasts with adding behaviors and variables to an object, which don't follow the same flow. After clicking either of those you have to then click into the new popup window. The dialogue should already have a button that is autofocused so you can just hit enter, type in the of the behavior and enter, but it doesn't.

    Instead, you have to use the mouse longer than is needed, click more than is needed, and travel the length of the screen. This makes creating objects and adding needing behaviors tedious for no reason.

    Tagged:

  • -EDIT-

    problem solved. TLDR at end of post.

    Hi,

    Long time C2 user here. I am curious, is there a way to turn off editor side transition animations?

    They really piss me off. It's one thing to have a smooth UI, it's another thing to reduce efficient workflow by forcing the user to wait through UI animations. They are short, true, but every little action you do, every popup you click, it all adds up. It was one of my biggest complaints (besides rent pricing plans) when c3 first came out. Is there a fix for this?

    TLDR:

    The problem: I don't like UI animations when they hurt workflow. I think c3 UI animation get in the way and I want them turned off.

    The fix: Go to menu -> settings. Basically you can turn off transitions and UI effects in the first group of settings. Problem solved.

  • Heyo,

    I have a simple problem and can't find a fix. I tried to work in construct 2 today and it said I have no license. I am on the same computer as always and it had been working a few months ago when I last worked in it.

    I looked through my profile here and it says I don't own any licenses which is ridiculous because I do. Any way to get this fixed?

  • newt

    You're welcome to make a Steam platformer in C2 with over 20 thousand players too and then come back and tell me I am wrong

    The engine has bad bugs, either in its engine loop and platformer plugins, and/or its NWJS wrapper.

    Yeah, I hear you. This was exactly why I had to leave construct for the final product. I mean I literally read through just about every c2 runtime file I could. The fact was, besides performance, I needed certain collision details revealed to me from the deep dark magic box that contains c2 collision logic. Because the code wasn't accessible, I had to write my own collision system as events which ran like poop. I then wrote it as a jscript behavior and it ran better, but then the real question was: Why am I fiddling with construct when I'm programing almost everything - I'm working harder for less power. I love constructs ease of use, but everytime people want more power there is a fear that will lead to ease of use diminishing. Unity isn't hard to use. It is simply hard to navigate by comparison. Construct has the gui and flow figured out and is meant for 2d. It just needs more power. But to be fair, it also has a small dev team.

    Now to be fair to contruct, I tried for like a year to make it work. But every time I requested something like - "Can I have the collision contact angle exposed by construct" ... It was met with we don't think we see the reason for needing that. Dismissed. etc... This makes making a game via the real construct method to be impossible unless your game functions like most other games. Think about a game like, "the floor is jelly". You couldn't make it with construct very well. Similarly, sonic the hedgehog and mario are also not possible (by events).

    Then we get to the performance issue. I have an okay laptop. Its old. But it runs unity, and runs my game at 180fps. Then I run the game prototype on the same laptop and get 12 fps. I'm also not an idiot when it comes to optimization. I like wasting time optimizing for no reason, but I had to make so many theoretical compromises to get the game to work with c2, so I switched.

    I like the power. But I liked the ease of the event system in cosntruct. I wasn't meaning that the devs should drop or require unity, rather that they should look at a way to get more power with only the work of creating the interface and SOL magic in unity. I think it would be a smashing success over there. Since I suggested it 2 more event style systems have been released (BOLT I hear is good, but haven't tried it) anyway. Now that I wrote a book.

    I have to address the bit about complaining and walls. I don't see this as a complaint but a point of reality. It could change, thus the motivation for sharing the struggle. I want change, thus I take the time to suggest things I would see as helpful. The point is, I like construct and would work with it if I could. The fact is, I cant anymore and that is still a bummer.

    Yes, I have made games with construct. They took a month to make, my friend actually even made outside tools that would go through construct save files and do things in bulk that were tedious to change by hand. I worked construct through and through. But the results that construct excelled at making were simple type games. Yes, you can make complex things, but there is an exponential increase in the work it takes to make things scalable and complex in construct. I need real oop for example and Construct still lacks that.

  • Hard to build a business that's so reliant on another business and who can pull the rug out from you at any time.

    That makes sense. I didn't even think about that, but yeah.

  • Unity is an awesome tool, but it has a really steep learning curve.

    I teach game design to kids (age 12-16) and C2 is our first stop in the development process as it's elegant and has a gentle learning curve. Unity is our final destination, and a decent portion of the students don't make it there (which is fine as they can make their projects in C2 as it's all about differentiated learning).

    Would not want the two linked.

    I taught programing to kids for a while too and c2 was a great place to get started. Unity was the ultimate goal, but yeah, few of them progressed that far and had the interest.

  • I like construct, I really do. But a number of limitations force me to only use it for prototyping.

    For the "real" game, I use unity. I've dappled with playmaker, and Uscript, as well as Antares universe, but find them too cumbersome and end up simply writing code anyway.

    All those packages cost $50-$100 and are quite popular. Scirra should make one. Just a thought.

  • Also next to zoom is a box on the end... clicky

    Or just press f11.

    Thanks! browser 101: to be sure.

  • I haven't noticed any lag, however C3 does load noticeably quicker than C2, which surprised me.

    I did notice that. Surprised me as well.

  • Hey, noob question:

    There is a way to make the c3 editor become full screen right? I want to get rid of the worthless browser bar. It is taking up screen space for nothing!

    Cheers

  • Howdy all,

    Is it just me, or are there certain actions in c3 that are "laggier" in response compared to c2? I notice, for example, when working with events that there is a small delay when clicking to add a new event. In c2, the event dialogue screen comes up almost instantly. We might only be talking 1/2 a second or less, but lag is annoying.

  • So is coding with unity as hard as it seems? Is playmaker any good for bridging the gap?

    I think if you can event edit, you can code. It really comes down to logically breaking down a problem into concepts a computer can understand. That usually involves math for games. I suck at math, (the highest level I had was high school algebra) but working with games has helped me learn the basics better than ever as well as trigonometry and some other stuff.

    When I first got unity, I got playmaker, but I realized it was just another thing in the way of me telling the computer how to run the game. I learned to program in highschool, so there wasn't this big barrier there for me, but coding really isn't that hard. The hardest part really is the logic, and as mentioned above... you already do that logic for making events.

    If you ever needed some pointers or help in coding, I would be glad to help. I like c# the best, but I also can use javascript to make c2 behaviors. I think though that using javascript to make games is much harder that using javascript to make websites (which is what it was made for). So needless to say, I think if you are coding for games, you may as well be using unity, unreal, xna, or similar.

  • > Leaving me still developing in unity.

    >

    ...They're fun. But I like C# more.

    I do really like the power of of c#. I can't express how liberating polymorphism and interfaces are when they are the right tool for the job you have been trying to with events in c2.

    Plus... making, deleting, and editing variables is still so much faster via code.

  • >

    > > Shouldn't you be over at Fusion keeping up with thread you made about Reasons to buy Fusion 3 instead of Construct 3 ? Or, you could help with bug testing here

    > >

    >

    > Bug testing sounds better

    >

    > That thread served it's purpose - it got people to talk about why they are on the fusion forum

    >

    /agreed. It's good to check out things.

    Thats whats got me a bit miffed. I checked things out and c2 was awesome, but had its flaws (great for prototyping and small stuff - but not for making sonic the turtlehog, or super martellio brothers). It was my hope that c3 would be addressing what made large projects difficult, as well as rounding out the essential, basic tools needed in a game engine. I want to work in c2 and by extension c3, but c2 wasn't a feasible choice despite it being my first choice, and c3 is shapping up to be another potentially great tool, if only x, y, and z. Leaving me still developing in unity.