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I've used both extensively for many years. All things considered, feature-wise they are about equal. A massive feature I always mention is Gdevelop has noob fr
by echodiff 4y ago
I've used both extensively for many years. All things considered, feature-wise they are about equal.
A massive feature I always mention is Gdevelop has noob friendly export options which are limited to a few a day unless you pay, but you simply export and it works. With Construct you need outside SDK and the skills to use them, such as Cordova or Android Studio for example. Gdevelop has this too and you can do unlimited exports for free. However, as far as I know Construct seems to have better console support like for Xbox. Nintendo Switch doesn't allow HTML5 games so it supports neither natively.
Comparing them is pretty nitpicky and depends on what you value. There are a just a few things Construct does better and I could elaborate if you'd like. To keep things brief: It handles variables in a better way, the expressions are slightly more noob friendly, the effects library is better, and the event sheet is more responsive, and better multiplayer. Gdevelop generally does everything else not listed equally or better. Gdevelop also has built in documentation and asset store. Gdevelop has rapidly deployed fixes to all other critiques I had of the engine. Even if I wanted massive features, the team implemented them as if they were reading my mind. Gdevelop relies on community support and it has it with it's open-source nature.
This may seem more overly critical of Gdevelop than I intended. Right now and for the future I wouldn't use any other "code free" engine. Like many others I've mostly moved on from Construct onto Gdevelop. But I don't have loyalty to any engine so I'm going to be honest when comparing them. About equal I'd say.
- arthuro555 4y agoAbout GDevelop's multiplayer being worse than construct, have you checked out my multiplayer extension for GDevelop, "THNK"[1]? From what I can see on the Construct3 documentation[2], they seem to be roughly matched in terms of features: Both are authoritative with a host-client architecture, both allow using WebRTC DataChannels for UDP connections, sending messages, synchronizing objects & instance variables automatically, and using a relay with rooms. THNK has some features that Construct's multiplayer also does not seem to have. For example: - THNK is fully network agnostic[3] through a network adapter system (you can easily implement an adapter for another networking method in a few lines). Using the geckos.io adapter, you can connect to a player on the LAN via an IP address, even if offline, instead of requiring the presence of the signaling server for a connection to happen. - Games made with THNK work in single-player normally by default. It only becomes multiplayer once you connect to/start a server via an adapter. But Construct also seems to have features THNK doesn't (yet) have. For example: - Listing rooms (when using the THNK Rooms adapter) - Expressions for stats - Local input prediction Hence, I think of them as roughly evenly matched. Disclaimer: My claims here are based from the information I read on [1]. I have not used Construct multiplayer before and might very well be wrong with this comparison. I would be happy to be proven wrong. [1]: THNK Documentation - https://thnk.cloud/ https://thnk.cloud/ [2]: Construct Multiplayer Documentation - https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/multiplayer https://www.construct.net/en/make-games/manuals/construct-3/... [3] THNK Adapters Documentation - https://thnk.cloud/docs/misc/picking-an-adapter/ https://thnk.cloud/docs/misc/picking-an-adapter/