been using C2 for more than 3years and I love it. I have still not moved to C3 because of the subscription thingy. Loving at the cool new features, I may move after finishing my current project. I will be organizing a game development class for kids between 8 and 13 in September this year. But will be going with GDevelop because it is FREE.
I'd love to see more tutorials on this one on your channel! I dabbled a bit and felt it was really powerful and one of the unfairly overlooked game engines out there.
I've been using C2/C3 for ~5 years. It's a great engine if your focus is 2d games. You can even sell your games on Steam using NWjs, which I've done with 2 games. Highly recommended.
I agree. I'm just learning how to use it. i completed my first platformer today. Hey could you please tell me this. on the Start Page where you have Recent Projects on the left - How do you delete any recent project? I want to keep practicing the platformer but i don't want a whole list of recent project files there. I just wanna complete and delete and then start again u know.
Whats great about construct is if you're a programmer without game dev experience, it really lets you focus on learning game development while still coding real game logic. I started with construct a while back and after making 3 games moved to start programming without an engine.
Oh thanks I’m just getting into construct 3 I’m trying to see between programming with Java without engine or use construct but this comment helped me out thanks… may I ask a question , how long did it take to get used to construct and build your first game?.
-There are a few things I love about Construct and I would love to have them eventually move to a more fully fleshed out 3D. In just 1 event with just 2 actions I can incorporate top down click move controls. -Another of the things I love about Construct is the included game templates are the perfect balance of simplicity without skimping on core features. The tower defense template is so easy to mod and expand upon. And again as mentioned above the top down shooter template was so easy to parse that I was able to figure out how to convert the controls from WASD to click move. (In just 20 minutes after watching this video, I fired up the online free version and added click move and another spawn spot on the player ship so it now fires 2 bullets) -I first tried Construct earlier in the pandemic after having quite a bit more time with gdevelop, fusion and game maker. The first template I fired up was the tower defense one which has been something I have wanted to make for ages but struggled with turret mechanics. Thankfully, Construct has turret behavior built in and I was able to expand the TD template to have turrets level up and get more powerful (3 levels of range/damage) based on how many shots they've fired) made the level larger and more ornate, and added spawn points. I did all that in less than I'd say about 5 hours with the engine. -So, either Construct expands its 3D features more or Unity gets a visual scripting language like Construct and I would be a happy game developer. Maybe someone will make a Construct style visual scripting language for Unreal 5. That would be freaking amazing! -I don't like subscriptions at all either. $120 for a year is really cheap but it is the added pressure of the commitment that sours Construct for me. I just know myself. It is probably more likely I would let it gather dust on the shelf because it is a subscription. The other thing that makes it tempting is that I know I could get a lot done in a month. So $19 for a month seems like a steal even if I am less than productive.
I like the idea of being able to use the engine online because I like to use an iPad whenever possible. The dealbreaker is subscription only. I think I’m going to end up going with Gamemaker and just use my shitty desktop
I think Click Team was the first to do the flow chart game engine. One of their first products (if not their first) was Klick & Play which was released for Windows 3.1 in the '90s. It was actually released under Maxis (yes, that Maxis) but the team that created it was essentially Click Team. K&P is actually a major factor of how I got into game development as I could quickly click together a game of my own design. Over time, of course, these types of engines become too limited and you wind up learning a language like C, C++ or C#. I owe a lot to K&P, though, as I never would have bothered if I hadn't discovered it.
Construct 2 was 99 dollars for a lifetime license that included updates. I had purchased 2 a long time ago and when 3 came out and they wanted to charge you a subscription, I dropped construct like a ton of bricks (I felt like they had lied). Lifetime upgrades mean upgrades for life including any new version. They should have specified lifetime upgrades for the current version only (if that's what they meant). I think they got greedy and changed their policy and used wiggle words to justify it. Programming tools need a flat price not a subscription. It can be months between using a certain tool (for me). Anyway Godot is better, even though it is free I wouldn't have an issue paying a one time flat fee for Godot.
Great VIDEO! I have been interested on the Educational License for a while, but lack the time to learn it on my own, so yes, if you make additional videos on Construct 3, that should be great!
From my experience in the early 90s the first engine that used a spreadsheet approach to events and in game logic was click and create / the game factory 2 engines published initially by Eurogames.
>Clickteam Fusion was the first game engine to use this spreadsheet type of programming Well, teeeeechnically it was klik and play way back in the early 90s, but yes, that product evolved into Game Factory, then Multimedia Fusion, then Multimedia Fusion 2, and was eventually renamed into Clickteam Fusion.
Must admit that it is a great “engine”. It’s the fastest and most hassle free UI I have used I an engine yet. Very intuitive to use. You can run it off the browser as a desktop app though. With some tests I did with items on screen and physics it’s as fast or faster than engines like GameMaker. So don’t let the browser thing fool you. However, no console export options. The spreadsheet type coding system and the way they implemented it is really good. Again, the word intuitive comes to mind. Great documentation and some good tutorials. Will be interesting to see what Fusion 3 will bring to the table when / if that ever arrives. I have said it before and I’ll say it again. If you can have an engine like this with this visual code based system that is full on 3D as well it will be nirvana. Whomever does that will sell loads :) It seems Construct 3 is slowly adding some 3D stuff although they said it’s just a 2D engine. Some small things were added a few days ago. Nothing like importing a object though, more like 3D projection of planes on a Z axis.
As a kid, I released one "game", did a project for school and the editor is almost the same as v2. Its a great if not amazing engine for making games without code. I'm biased but its the best engine for prototyping because its so fast and easy to use.
Just "play" the free version in a browser. Like I mentioned earlier, the starter templates are really good! You will be modding/customizing it within an hour.
I have only had about 5-10 hours with Construct and 20+ hours with Gdevelop. Both are fantastic! A lot of stuff is built in to the properties of objects in Construct and because it is a mature engine, they work well. Gdevelop for some things opens up the complexity 1 level deeper so if you have more power, but if you screw up one of the components, the whole mechanic breaks. For an example, I will use the turret behavior. For Construct, you add turret behavior to an object and it will work as a turret with its default that you can tweak like fire rate, and turn speed. With Gdevelop, you have to make turret behavior with a "find nearest enemy" and "shoot a projectile" events. The problem is that "find nearest enemy" is too vague and easy to break. You can accidentally make homing projectiles if you do it every game tick and your projectile is too slow. You can also make all the existing bullets whiplash dash across the screen and flock towards the next nearest enemy if the original target is killed. -On the other hand, I found the built in screen scrolling to be comfusing and the documentation isn't very thorough on it in Construct. I've got it working but I've found it much easier to understand in both Gdevelop and Fusion.
Great rundown of the engine! Very descriptive and well explained. I've been using it (along w/ other engines) for 3 years now. There's also some really good tutorials for Construct 3 *wink*wink*
I think clickteam was the pioneer on that, with Klik'n Play, which evolved to "the games factory" and "multimedia fusion express" (which was my introduction to gamedev.... That evolved to multimedia fusion and finally, Fusion... and they all used this approach to programming...
correct, you reply was better than mine. omg i was trying to remember the name klik'n play, and aparently there was something called amos & atos too prior to that, but i have no idea on how it was, if it was visual programing or what and could not find anything about it on google
@@jamesf2811 good times, but I don't miss coding on it or even in construct... construct was far better, but still limited by the ature of the spreadsheet. Still, definetely worth for learning to code, concepts in OOP and simply being fast and fun to see your code coming to life.
look construct 2 and 3 are great game engines for non coders. and its the tool alongside clickteam fusion (which is the first software of this type) and gdevelop (great and open source) which is trully for non coders. Playmaker, blueprints and visual scripting solutions from other engines are for people with coding knowledge they just give them the solution not to type code just connect nodes. Its a very different thing. I hope scirra offer in the near future a perpetual licence option with a limited of course time of free updates or a cheaper subscription.
I like C3 planing to use it as am still using C2 it's really a powerful game engine as the owners r really doing there best. Waiting to see more of it on ur channel. Currently don't mind paying for a subscription but I really like the permanent license of CTF 2 which I have it as well
Ya sure Mike, I would definitely watch a Construct 3 tutorial. I am learning Godot right now but am always open to see if something else better gels with the way my brain works. Still on the fence about the spreadsheet style programming concept here though.
I can't justify paying monthly for a tool. C3 is pretty cool but I subscribed to it for about 3 months and used it probably two weeks of that time. Just sell it to me once like Construct 2
It's handsdown one of the most intuitive tools for non-coders (speaking as an artist / designer), the browser thing is a bit of a hurdle at first, but it churns out games just as good as any other engine imo :) Mighty Goose that came out just now is made in it I think. There's a lot of good examples otherwise, I just think this engine gets less credit than it deserves because people are daunted by the subscription based model and it being an engine in your browser with all of it's negative associations. It's insane for prototypes or gamejams and small projects, and insanely intuitive imho. Just wanted to skew the bad rep it got :) I love it!
I just looked it up and it definitely had the spreadsheet style in there. And I remember seeing it the first time back in, idk, maybe 1994 or something...
@Gamefromscratch Here's a fun FACT about Scirra: Scirra copied clickteam software... they even turned up to one of the company's user conventions with a cloned piece of software they had made called speedfusion, which they eventually tried to turn into construct before they were legally challenged on this for copyright infringement.
i own c2 and subscriber to c3 and own fusion 2.5 developer edition. the problem with clickteam is that one guy take their idea/software and make it better and more friendly. fusion is very good engine and exports native i think but its so ugly and outdated its a real mess compared to construct
EASIEST ENGINE I've ever used. Years ago, I used Construct 2, placed a shooter game on Steam and made some money. It was just for fun - but it was well worth it.
3 года назад+3
I use COnstruct 3 for a sereies of projects, if my client need a fast 2d project i will go to construct or godot
3 года назад+3
Multimedia FUsion that later became clickteam fusion.
I won't pay a monthly fee to use software or to play a game. I don't ever want to feel obligated and pressured to use software or play a game just because I'm having to pay a monthly fee. That means you're paying to add stress to your life.
Good day Gamefromscratch. I want to ask you. There are any of this game engines for develop an Android game (for free? from the start) and if i like to evolve the game, then i buy a better version of the engine? (i want to start and i do not want to start from unity or unreal, because there is a lot of work to develop). Construct and Stencil could be a solution, but they have the android version (for pay). - By the way, i watch all the videos, thanks for sharing them.
@@RADZULAYXE - they asked specifically for an alternative to Unity or Unreal that was free - Godot ticks those boxes. I totally agree that Unity is definitely the defacto engine to do mobile, and probably your most "friction free" entry into mobile gamedev, but if you want an alternative, Godot isn't bad. I wouldn't call performance terrible - I wrote a small bullet-hellish game that performed fine on Android and I've seen other games that are fine as well. It really just depends on what they want to make.
@@teradonkey oh, perhaps i should've read it completely, well, imo i just don't think godot has good performance for mobile at least in my experience, but it's okay
Construct 3 is nearly an exact copy of Construct 2, which is still quite amazing, but I refuse to adapt to the stupid sub model for a hobby game engine lol
I would use Construct 3 but has a subscription, which I'd be willing to pay the yearly option if I had the money. (There's a free option though I wanna be able to make money)
I don't find ANY of the engines you mentioned to be easy at all. The easiest engines i've ever used out of all of them has been Pixel Game Maker MV. I can't wrap my brain around ANY of the other engines out there. Not to mention the cost of using those engines..
When they say modern game engines are way easier to learn than before they surely lying and most of them are still far from being understandable, and this is due to the programming imo. There should be more of something that recognizable and straightforward as C3 Events. No argues about everything predefined and casual is also a limit, and you rather do whatever you want using common engines with any of the actual programming languages, but still, you want a simple game and it doesn't worth to learn how code works and what are the methods to do such simple (theoretically) things as movement for example, you still better use something predefined and simple.
Links:
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been using C2 for more than 3years and I love it. I have still not moved to C3 because of the subscription thingy.
Loving at the cool new features, I may move after finishing my current project.
I will be organizing a game development class for kids between 8 and 13 in September this year. But will be going with GDevelop because it is FREE.
I'd love to see more tutorials on this one on your channel! I dabbled a bit and felt it was really powerful and one of the unfairly overlooked game engines out there.
I've been using C2/C3 for ~5 years. It's a great engine if your focus is 2d games. You can even sell your games on Steam using NWjs, which I've done with 2 games. Highly recommended.
I agree. I'm just learning how to use it. i completed my first platformer today. Hey could you please tell me this. on the Start Page where you have Recent Projects on the left - How do you delete any recent project? I want to keep practicing the platformer but i don't want a whole list of recent project files there. I just wanna complete and delete and then start again u know.
Would have made more sense for Godot to implement this style for their visual scripting instead of what they have currently.
Amen! And it would be worth it even if it only really worked in Godot 2D, like I've heard about its current visual scripting.
Whats great about construct is if you're a programmer without game dev experience, it really lets you focus on learning game development while still coding real game logic. I started with construct a while back and after making 3 games moved to start programming without an engine.
Oh thanks I’m just getting into construct 3 I’m trying to see between programming with Java without engine or use construct but this comment helped me out thanks… may I ask a question , how long did it take to get used to construct and build your first game?.
-There are a few things I love about Construct and I would love to have them eventually move to a more fully fleshed out 3D. In just 1 event with just 2 actions I can incorporate top down click move controls.
-Another of the things I love about Construct is the included game templates are the perfect balance of simplicity without skimping on core features. The tower defense template is so easy to mod and expand upon. And again as mentioned above the top down shooter template was so easy to parse that I was able to figure out how to convert the controls from WASD to click move. (In just 20 minutes after watching this video, I fired up the online free version and added click move and another spawn spot on the player ship so it now fires 2 bullets)
-I first tried Construct earlier in the pandemic after having quite a bit more time with gdevelop, fusion and game maker. The first template I fired up was the tower defense one which has been something I have wanted to make for ages but struggled with turret mechanics. Thankfully, Construct has turret behavior built in and I was able to expand the TD template to have turrets level up and get more powerful (3 levels of range/damage) based on how many shots they've fired) made the level larger and more ornate, and added spawn points. I did all that in less than I'd say about 5 hours with the engine.
-So, either Construct expands its 3D features more or Unity gets a visual scripting language like Construct and I would be a happy game developer. Maybe someone will make a Construct style visual scripting language for Unreal 5. That would be freaking amazing!
-I don't like subscriptions at all either. $120 for a year is really cheap but it is the added pressure of the commitment that sours Construct for me. I just know myself. It is probably more likely I would let it gather dust on the shelf because it is a subscription. The other thing that makes it tempting is that I know I could get a lot done in a month. So $19 for a month seems like a steal even if I am less than productive.
Been using construct 3 for a few months love it.
I like the idea of being able to use the engine online because I like to use an iPad whenever possible. The dealbreaker is subscription only. I think I’m going to end up going with Gamemaker and just use my shitty desktop
Or you could try gdevelop which is free
good rundown of the engine, been using it on and off for 7 years now, its a lot more powerful than it often gets credit for
i loved contruct 2 but when they announced the subscription model i ditched it and started using unity thanks to brackeys tutorials :D
How's that working for ya now?
@@kingnekogon pretty good since i never paid anything for unity and only make stuff for fun.
@@kingnekogonyeah the irony of reading this after all the unity drama 😂
I think Click Team was the first to do the flow chart game engine. One of their first products (if not their first) was Klick & Play which was released for Windows 3.1 in the '90s. It was actually released under Maxis (yes, that Maxis) but the team that created it was essentially Click Team. K&P is actually a major factor of how I got into game development as I could quickly click together a game of my own design. Over time, of course, these types of engines become too limited and you wind up learning a language like C, C++ or C#. I owe a lot to K&P, though, as I never would have bothered if I hadn't discovered it.
Klik'n play was the first one. (ancestor of click'n create & mm fusion)
It was released in 90s
If you want to see what Construct 3 is capable of, check out the game Astral Ascent! It's made in Construct 3.
RLY!!!
Construct 2 was 99 dollars for a lifetime license that included updates. I had purchased 2 a long time ago and when 3 came out and they wanted to charge you a subscription, I dropped construct like a ton of bricks (I felt like they had lied).
Lifetime upgrades mean upgrades for life including any new version.
They should have specified lifetime upgrades for the current version only (if that's what they meant).
I think they got greedy and changed their policy and used wiggle words to justify it.
Programming tools need a flat price not a subscription. It can be months between using a certain tool (for me).
Anyway Godot is better, even though it is free I wouldn't have an issue paying a one time flat fee for Godot.
that's the only reason I haven't bought construct 3 along with it being cloud-based.
Great VIDEO! I have been interested on the Educational License for a while, but lack the time to learn it on my own, so yes, if you make additional videos on Construct 3, that should be great!
From my experience in the early 90s the first engine that used a spreadsheet approach to events and in game logic was click and create / the game factory 2 engines published initially by Eurogames.
>Clickteam Fusion was the first game engine to use this spreadsheet type of programming
Well, teeeeechnically it was klik and play way back in the early 90s, but yes, that product evolved into Game Factory, then Multimedia Fusion, then Multimedia Fusion 2, and was eventually renamed into Clickteam Fusion.
Must admit that it is a great “engine”. It’s the fastest and most hassle free UI I have used I an engine yet. Very intuitive to use. You can run it off the browser as a desktop app though. With some tests I did with items on screen and physics it’s as fast or faster than engines like GameMaker. So don’t let the browser thing fool you.
However, no console export options.
The spreadsheet type coding system and the way they implemented it is really good. Again, the word intuitive comes to mind. Great documentation and some good tutorials. Will be interesting to see what Fusion 3 will bring to the table when / if that ever arrives. I have said it before and I’ll say it again. If you can have an engine like this with this visual code based system that is full on 3D as well it will be nirvana. Whomever does that will sell loads :)
It seems Construct 3 is slowly adding some 3D stuff although they said it’s just a 2D engine. Some small things were added a few days ago. Nothing like importing a object though, more like 3D projection of planes on a Z axis.
As a kid, I released one "game", did a project for school and the editor is almost the same as v2.
Its a great if not amazing engine for making games without code. I'm biased but its the best engine for prototyping because its so fast and easy to use.
A full on tutorial series on this engine would of great help
Just "play" the free version in a browser. Like I mentioned earlier, the starter templates are really good! You will be modding/customizing it within an hour.
I've been toying around with this engine as of late
i really love this one!! thanks for your tutorial!
I would love to see a Construct 3 vs Gdevelop head to head comparison!!!
I have only had about 5-10 hours with Construct and 20+ hours with Gdevelop. Both are fantastic! A lot of stuff is built in to the properties of objects in Construct and because it is a mature engine, they work well. Gdevelop for some things opens up the complexity 1 level deeper so if you have more power, but if you screw up one of the components, the whole mechanic breaks.
For an example, I will use the turret behavior. For Construct, you add turret behavior to an object and it will work as a turret with its default that you can tweak like fire rate, and turn speed. With Gdevelop, you have to make turret behavior with a "find nearest enemy" and "shoot a projectile" events. The problem is that "find nearest enemy" is too vague and easy to break. You can accidentally make homing projectiles if you do it every game tick and your projectile is too slow. You can also make all the existing bullets whiplash dash across the screen and flock towards the next nearest enemy if the original target is killed.
-On the other hand, I found the built in screen scrolling to be comfusing and the documentation isn't very thorough on it in Construct. I've got it working but I've found it much easier to understand in both Gdevelop and Fusion.
Great rundown of the engine! Very descriptive and well explained. I've been using it (along w/ other engines) for 3 years now.
There's also some really good tutorials for Construct 3 *wink*wink*
I think clickteam was the pioneer on that, with Klik'n Play, which evolved to "the games factory" and "multimedia fusion express" (which was my introduction to gamedev....
That evolved to multimedia fusion and finally, Fusion... and they all used this approach to programming...
correct, you reply was better than mine.
omg i was trying to remember the name klik'n play, and aparently there was something called amos & atos too prior to that, but i have no idea on how it was, if it was visual programing or what and could not find anything about it on google
I'd have never stopped using MMF if they handled variables as well as Construct and Gdevelop. I was using MMF back in 2006 or so.
@@jamesf2811 good times, but I don't miss coding on it or even in construct... construct was far better, but still limited by the ature of the spreadsheet. Still, definetely worth for learning to code, concepts in OOP and simply being fast and fun to see your code coming to life.
look construct 2 and 3 are great game engines for non coders. and its the tool alongside clickteam fusion (which is the first software of this type) and gdevelop (great and open source) which is trully for non coders. Playmaker, blueprints and visual scripting solutions from other engines are for people with coding knowledge they just give them the solution not to type code just connect nodes. Its a very different thing. I hope scirra offer in the near future a perpetual licence option with a limited of course time of free updates or a cheaper subscription.
Terrific video, good work. (:
I like C3 planing to use it as am still using C2 it's really a powerful game engine as the owners r really doing there best. Waiting to see more of it on ur channel. Currently don't mind paying for a subscription but I really like the permanent license of CTF 2 which I have it as well
Correct sir, Click Team Fusion was the first. But construct guys took that and ran with it.
clickteam made the games factory and multimedia fusion, then they rebranded mmf as clickteam fusion
Ya sure Mike, I would definitely watch a Construct 3 tutorial. I am learning Godot right now but am always open to see if something else better gels with the way my brain works. Still on the fence about the spreadsheet style programming concept here though.
AMAZING EXPLAINING THANK YOU !!
I can't justify paying monthly for a tool. C3 is pretty cool but I subscribed to it for about 3 months and used it probably two weeks of that time. Just sell it to me once like Construct 2
I'd appreciate it if subscription-pricing software could be noted as early as possible so I can hit the Next button and save some time.
It's handsdown one of the most intuitive tools for non-coders (speaking as an artist / designer), the browser thing is a bit of a hurdle at first, but it churns out games just as good as any other engine imo :) Mighty Goose that came out just now is made in it I think. There's a lot of good examples otherwise, I just think this engine gets less credit than it deserves because people are daunted by the subscription based model and it being an engine in your browser with all of it's negative associations. It's insane for prototypes or gamejams and small projects, and insanely intuitive imho. Just wanted to skew the bad rep it got :) I love it!
I think Klik & Play was the original predecessor to Clickteam Fusion.
I just looked it up and it definitely had the spreadsheet style in there. And I remember seeing it the first time back in, idk, maybe 1994 or something...
@Gamefromscratch Here's a fun FACT about Scirra: Scirra copied clickteam software... they even turned up to one of the company's user conventions with a cloned piece of software they had made called speedfusion, which they eventually tried to turn into construct before they were legally challenged on this for copyright infringement.
Such things are not very strange in the world of software. They are not the first to do so, and I am not advocating C3 and its underwriting.
i own c2 and subscriber to c3 and own fusion 2.5 developer edition. the problem with clickteam is that one guy take their idea/software and make it better and more friendly. fusion is very good engine and exports native i think but its so ugly and outdated its a real mess compared to construct
EASIEST ENGINE I've ever used.
Years ago, I used Construct 2, placed a shooter game on Steam and made some money. It was just for fun - but it was well worth it.
I use COnstruct 3 for a sereies of projects, if my client need a fast 2d project i will go to construct or godot
Multimedia FUsion that later became clickteam fusion.
Klick&Play, CNC (Click n Create), TGF (The Games Factory), Multimedia Fusion, Fusion 2.0, Fusion 2.5 which i currently use.
I won't pay a monthly fee to use software or to play a game. I don't ever want to feel obligated and pressured to use software or play a game just because I'm having to pay a monthly fee. That means you're paying to add stress to your life.
looking forward to more engine videos
Wait, you didn't review that before? Where did I learn about this engine then.
I did in 2017. So if you've been around a while then it might have been here. I did cover C3 news on occasion though.
Still awesome and lovely, amazing engine.
Here is a question that the answer is apparently No, does a program exist like RPG Maker but for other genres of games.
construct is pretty cool since it does not need code.
I believe Click Team Fusion used to be Multimedia Fusion
Construct 3 is a terrific game engine. (: I have the full version on my computer.
Good day Gamefromscratch. I want to ask you. There are any of this game engines for develop an Android game (for free? from the start) and if i like to evolve the game, then i buy a better version of the engine? (i want to start and i do not want to start from unity or unreal, because there is a lot of work to develop). Construct and Stencil could be a solution, but they have the android version (for pay). - By the way, i watch all the videos, thanks for sharing them.
Checkout Godot Game Engine - open source - very easy to use - publishes to all the major platforms. You won't be disappointed
Godot engine has everything you need, free and with a very large discord community.
@@teradonkey but it has horrible performance, esp on mobile, use unity since it has better performance for android
@@RADZULAYXE - they asked specifically for an alternative to Unity or Unreal that was free - Godot ticks those boxes. I totally agree that Unity is definitely the defacto engine to do mobile, and probably your most "friction free" entry into mobile gamedev, but if you want an alternative, Godot isn't bad. I wouldn't call performance terrible - I wrote a small bullet-hellish game that performed fine on Android and I've seen other games that are fine as well. It really just depends on what they want to make.
@@teradonkey oh, perhaps i should've read it completely, well, imo i just don't think godot has good performance for mobile at least in my experience, but it's okay
We need more info it's awnesome tool !
Klik&Play?
Can it export to Nitendo Switch tho?
Nope. I believe the Switch doesn't support HTML5 / needs to be ported to a different runtime/language.
Game Maker does, though it will cost you 80 dollars a year. Though you may be better off learning Unity.
Looks neat but don't like "Subscribeware" - a false economy
Construct 3 is nearly an exact copy of Construct 2, which is still quite amazing, but I refuse to adapt to the stupid sub model for a hobby game engine lol
It'd be slightly less insulting if the price for Construct 3 yearly sub weren't the same as Construct 2's lifetime license.
Was interested ... went to see pricing ... subscription. Stopped the video went back to work.
i think the construct/clickteam fusion aproach is easier than scratch and you can code faster on it too.
I would use Construct 3 but has a subscription, which I'd be willing to pay the yearly option if I had the money. (There's a free option though I wanna be able to make money)
Dang... Subscription based... It kind of lost me there...
I can't get around that browser based games, don't feel like games to me. You have 0 control, maybe that's what it is.
You don't have to make browser based games though
@@ferhadsemseddinli3293 oh?
Construct 3 exports to PC / Mac. You don't have to make it a browser game if you don't want to.
I think scratch uses it first
I don't find ANY of the engines you mentioned to be easy at all.
The easiest engines i've ever used out of all of them has been Pixel Game Maker MV.
I can't wrap my brain around ANY of the other engines out there.
Not to mention the cost of using those engines..
I wish PGM MV exported to Mac u-u Otherwise it's a cool tool.
next: osu game framework
Klick and play
I just don't like that it's a subscription game engine.
When they say modern game engines are way easier to learn than before they surely lying and most of them are still far from being understandable, and this is due to the programming imo. There should be more of something that recognizable and straightforward as C3 Events. No argues about everything predefined and casual is also a limit, and you rather do whatever you want using common engines with any of the actual programming languages, but still, you want a simple game and it doesn't worth to learn how code works and what are the methods to do such simple (theoretically) things as movement for example, you still better use something predefined and simple.
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It's so expensive . I don't get it!
Gamesalad is first
subscriptions are trash
JavaScript... oh dear.
First comment!
You look ugly
@@sportsbluff4501 thanks
And the reason engines like this will never get bug is the paid platform 100x better engines are free so why waisting my time with this
Construct 3 is pretty expensive for a klik and play wannabe tbh.