I don't really get this talk about all these behaviour limitations? If my project needs something and a behaviour can be used then I use it. If there is no behaviour that suits my needs I make my own logic with the event system. What is the problem?
I don't think anyone was getting at behaviors as being a problem. It is the weakness of the event system in creating extensible, manageable, abstract systems to be used in multiple projects.
If you need raycasting you can make your own with the event system. If the platform behaviour doesn't work for you, then make your own or tweak it.
Ya, I think several of us did that. But events are a dumb way to go about creating raycasting. It is already a cpu hog and running it through events would be sort of short sighted. Programing behaviors is not as fast in construct as it is in unity. Because the end path in construct for an advanced developer usually involves creating their own plugins and behaviors it makes sense to be somewhere else as Colludium said. You have lost the advantages of construct at that point.
People seems to think that you are limited to only use the behaviours for the whole game. I only use a few and mostly do my own with events and functions that can be reused. I also work in Unity and Unreal Engine and you can download behaviours there as well but just like in C2 they might not suit your project and you simply make your own. So stop thinking that behaviours is a limitation. It's just a tool you can use if they suit your needs. I'm not saying that C2 doesn't have limitations. I'm just saying that behaviours isn't a limitation.
I couldn't agree more. But the limitations of event system don't make some extensions economically plausible if time is a resource... back to the sdk!
Saying that you can't make a Super Mario clone in C2 is not true. It is actually pretty easy to make with behaviours and custom events and if you know what you're doing you would be able to make an exact clone of mario in no time compared to other engines like unity.
Go back and read the comment that was made in this regard. It wasn't that you CAN'T make mario in c2, it was that you can't make a mario clone using the platform behavior. Making an entire system to handle and resolve collisions, provide the backbone to all platforming characters (mario, goomba, etc), and so on, is an endeavor best attempted via the sdk in construct: not the event system. I know. I have made a framework to handle the above in c2 events and in code, and I can assure you I know how, I know what I am doing, and I speak from experience. Unity provides a better environment for coding and would be a better place to be if your development is code centric. Which given the above, probably should be if you don't like wasting time. I also am going to make the claim that you may know what your doing in construct but you don't in unity if you think you can event script a basic system like collision detection in construct faster than in unity. In the end, the coded system will also be better, as code allows for scope, among other more important things.
Just to put things in perspective, I have given the code to fix several bugs in the box2d physics system, which I have read the entirety of and understand. I have made my own box2d behavior that includes several missing features in the vanilla behavior. I have created several of my own retro collision detection systems, and reverse engineered mario 3 collision basics using frame by frame analysts. I have taught children's classes on programing, ... blah blah blah... obviously this is the internet
"If you knew what you were doing..." ... You could make the cone mario in code much faster than in c2 events. Also, on a trivial note, Mario's position can only be stored and changed by a minimum of 1/4 pixels. This is important if you want to make an "exact" clone.
I think this remake of Donkey Kong by Ribis in C2 is alot more complicated than a simple mario game and it shows what you can do by combining behaviours with custom events.
I never played DKC so I can't readily compare this clone for specidic details. This is an awesome example of what can be achieved using c2, but nowhere could I find the author stating he didn't use the sdk to help him make this.
You may be surprised to know, but there isn't really anything going on in DKC that makes it significantly complicated than mario 3, at a core level. I am making this claim based on only what I can see in the demo. Sure the snes could handle more x,y, and z, but the basics concepts of how x, y and z are handled and resolved didn't change much from the nes to the snes.
So people who are saying that you can't make unique games with C2 are just not experienced enough. If you think outside the box and stop relying on behaviours and use the power of the event system instead you can create almost anything.
Uh... I don't recall anyone saying you can't make a game in construct. And I also think that that Tokinsom amongst others simply stated the problems with using a behavior to get the results you want. Obviously they understand you can't simply use behaviors and expect unique results.
"Almost anything" I am sure doesn't include the missing features of physics behavior, projection angles, or how about this: your own broad and narrow phase collision detection algorithms. Ya, you know why, because you would be crazy to attempt to write that in events. You have to code, because it is more reasonable.
And many people say that C2 isn't capable of making big hit games because there are so few good C2 games on the market. The truth is in fact that C2 attracts people without experience and most games released are to be honest pretty bad and the overall quality is really low. But the engine itself is capable of doing almost anything if you use it the right way but as any other engine it has its strengths and its weaknesses.
Did anyone even mention this on this forum yet? But you are right. C2 can make amazing stuff, if you use it right. Using it right, at a low level, involves programing <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">