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CopperCube sucks

Eon
Guest
Quote
2024-04-07 21:04:12

I have made dozens of games in various engines including Unity, Godot, OHRRPGCE, Adventure Game Studio, Pygame, GameMaker Studio, fps creator and now coppercube.

This is the most broken, jank, terrible game engine I have ever used. Nearly every basic feature is bugged or broken. Moving an object by a vector breaks if you set the values beyond a certain threshold, changing scenes buffers inputs between them unless you restart a certain scene node, rotation breaks upon scaling models a certain way, and on and on and on. None of this is recognized in the sparse documentation.

The workflow itself is terrible. You have to open a new instance of coppercube to make a prefab, then export it as a prefab, then open your level in ANOTHER instance of coopercube and then import the prefab. Need to update or change a prefab? You gotta go through the entire process again, and the prefab doesn't auto-update in your level scene so you have to delete the old one and reinstall the new one.

Made a logic tree with an object, but decided you should do a variable check before calling it? TOO BAD, delete the entire tree, add your variable check, and make it again!

Adding music to a level makes the song play in a loop IN THE EDITOR. Jank, broke, crap.

Think you can alleviate your woes by using scripting? Think again! The documentation if full of broken english, ambiguity of terms, and literally doesn't provide all of the information you might need! Special Variables as just a small example; The docs mention special variables, then says "here are "some" of them" before giving you a list of 5. Is it implying that there are others that it just isnt listing? I dont know! It doesn't mention a players coordinate values as being "special variables" but I know its there.

Dont even get me started on how crap this engine is at importing 3d models... my GOD.

I made a game with this as a joke, for a joke contest that I wanted to put the least amount of effort into because I have other stuff going on. What I didn't realize is that while this engine has a very low skill floor, the jank and bugs and broken features and ambiguous descriptions (rotate by rotation.... yeah thanks) actually make this engine quite a bit harder to actually make something that doesnt suck, compared to engines like godot and OHR that use proprietary scripting languages and an actually tenable workflow.

If you want to make games but dont like scripting, you are crippling yourself by using this platform.


h0057
Registered User
Quote
2024-04-07 21:16:20

Thank you for your contribution.
And.....next......


SamGrady
Guest
Quote
2024-04-07 21:17:19

I can't say anything about non coding stuff, but when you use js this engine is really good and easy in use.
Anyway if you work with so many engines as you said that's mean that you don't use any of this engine for even 50%. So i don't think your thoughts about this one is fair enough.


Guest
Guest
Quote
2024-04-07 21:19:13

Don't let the door hit ya where the good Lord split ya, homie...


just_in_case
Moderator
Quote
2024-04-08 04:01:53

Yeah, those things can be a little bit frustrating, I am not saying that those things don't irritate you.

but many of the things you mentioned are not bugs, I found that the user is lazy if he has issues with creating prefabs and importing them.

Every engine has its own method of doing stuff, and every developer thinks differently and creates stuff from a different perspective.

Just like video games, in some games, you suck at scoring a high score. While in some games you can easily beat the boss levels, that doesn't make the game bad.

While you do mention actual things that a developer goes through when using the engine many of them are not bugs.

For example, you are lazy to create and export and then import the prefabs, which has nothing to do with an engine having a problem.

You forgot to create a variable-based logic, that's again a problem on your side that you forgot something, and you are too lazy to delete and add the whole thing again. There are no bugs in that portion as well. Imagine @VeganPete has gone through this so many times and other non-coders too. This is how non-coding things work in Coppercube. Yeah, a node-based workflow will be much better to work with but with a little bit more effort and without being lazy, you can redo the stuff for now.

Adding music to the level yeah, it does play the sound in the editor, we are so lazy, that we can't open the sound manager window each time we start CopperCube and simply turn down the volume so that it won't play in the editor. Yeah, it would be much better if it didn't play by default in the editor. But yeah we can make an extra effort and can turn down the volume of the editor from the sound manager window. Again that's not something that is limiting you from creating stuff.

Coppercube documentation is totally fine and a very detailed one in my opinion, with good examples to be honest. Also, there are no special variables other than the one that is mentioned on the documentation page.
Including the AI, System Movement, and Collision variables. All of the global or special variables are mentioned there in the documentation. I am not a native English speaker, so chances are high that I might not understand if there is grammatical or other broken English in the documentation but yeah the documentation explains a lot. Even for creating custom scripts with good examples and creating 3D geometry as well.
Yeah, some of the items need to be repositioned or added to other sections as well, for example, tutorials for creating behaviors and extensions should also be added to the scripting reference.

When it comes to animated models yeah it's kind of hard with the limited formats available and FBX having the easier one but can break or crash the engine if is not of suitable version. But for static models, there is a hefty amount of formats available to load the model in. But yeah I also feel like animated model import is kind of suck.

If you want to use Coppercube don't see it as a competitor to other game engines out there like Unreal, Unity, or Godot. But use it as a challenge for your skills as a hobby or as a platform for young toddlers to introduce them to the basics of game development and game logic.

However with Scripting or getting the Client source code you can do much more with the engine.

As I mentioned while most of the things you said are true and in general developers face them while working with CopperCube, that doesn't limit you from using your skills and imagination to create good playable games with it.

Here are some decent playable games some users created using Coppercube and a huge amount of people played them and appreciated them.
Checkout the below URL of some developers who create some good games with Coppercube and most of them are non-coders.

https://apish-box-games.itch.io/

https://noxusgamesstudio.itch.io...

https://srfstudio.itch.io/rtw

https://smnmhmdy.itch.io/dim-dem...

https://gabrielnjlc.itch.io/


just_in_case
Moderator
Quote
2024-04-08 04:02:18

There are others as well, but I can't list them all here. Most of them are of the same genre and similar visual style. The third link is NSFW but has a different visual style and will look much better than other games. There are other games as well that have been created with scripting only for example CopperCraft to test out the capabilities of CopperCube.

Check that out as well, it is a Minecraft clone, this might attract you.
https://samgamesio.itch.io/coppe...

I am not sure if I wrote a good response or not hehehe, it's been a very long time since I wrote something that huge on the forums.



luposian
Registered User
Quote
2024-04-08 07:40:39

And let's not forget my game as well:

https://luposian.itch.io/luposia...

Where I imported my .FBX character file with only size being the main issue... scale fixed that easily. I inserted music into my game (.ogg format) and never heard anything in the editor, only in the executable after testing. Apart from needing help on several aspects, I absolutely love CopperCube 6.6. I only wish an Apple Silicon-native macOS version of it were made available. I'd pay up to $500 for a copy. Seriously. THAT is how good I believe CopperCube is. Period!


just_in_case
Moderator
Quote
2024-04-08 07:50:43

@luposian, just try sending a mail to @niko that you can pay him for a Mac editor for Coppercube, I believe if he finds the deal reasonable he will port it for you. :)


okeoke
Registered User
Quote
2024-04-08 09:26:21

🔎︎



j9907
Guest
Quote
2024-04-08 09:34:37

Ah, yes... An AMAZING showcase of what the engine is capable of...


wrote:
And let's not forget my game as well:

https://luposian.itch.io/luposia...

Where I imported my .FBX character file with only size being the main issue... scale fixed that easily. I inserted music into my game (.ogg format) and never heard anything in the editor, only in the executable after testing. Apart from needing help on several aspects, I absolutely love CopperCube 6.6. I only wish an Apple Silicon-native macOS version of it were made available. I'd pay up to $500 for a copy. Seriously. THAT is how good I believe CopperCube is. Period!



luposian
Registered User
Quote
2024-04-08 10:04:06

j9907 wrote:
Ah, yes... An AMAZING showcase of what the engine is capable of...

Would you rather I whine and gripe and complain about how CopperCube doesn't do this and that and these and those and how it sucks...or... would it be more productive that I promote my game as an example of something that actually works, and I'm happy with it? It's not like I'm lying about anything TRYING to make CopperCube seem better than it is... I'm genuinely showcasing how Coppercube has allowed me (with other's help; unlike a certain someone who tried to pass off somebody else's code that was modified (to a tiny degree) as his own game engine!) to create a working game that I am genuinely pleased with. What's wrong with that?


luposian
Registered User
Quote
2024-04-08 10:07:34

wrote:
@luposian, just try sending a mail to @niko that you can pay him for a Mac editor for Coppercube, I believe if he finds the deal reasonable he will port it for you. :)

I already have. If I'm lucky, he'll consider it and make it happen.

My reply to him (in Email):

"Thank you for your reply.

What, exactly, would motivate you to bring the changes/updates/improvements to CopperCube faster? Is it purely financial? Or are you actually more interested in other things other than CopperCube? Because if it were purely financial, then it’s only a matter of finding out how much money would make it worthwhile to you, vs. nothing would help, because your heart just isn’t on CopperCube right now.

But I still think you should incorporate those changes/improvements via the paid version of CopperCube. People want the changes bad enough… PAY FOR THEM! I’d be willing to buy it, just to support you, if I knew that was the only way to get them. And I’d rather buy the paid version today (if it had those changes) than to wait indefinitely for them via the free version. But, how many people have actually bought CopperCube vs. just using the free version?

Let people know where you stand. Post it on the forums. Doesn’t matter whether they like it or not. YOU’RE the developer. Not them. And, if piracy occurs with that update, then tell them, in no uncertain terms, they will NEVER see another update. You shouldn’t work for free. You deserve to be paid for your effort.

And (just a little wink here), if you were to make an Apple Silicon-native (w/ Metal graphics API) version of CopperCube available… I’d be willing to pay up to $500 for it… seriously. Yes, I want it THAT bad. I consider CopperCube the EASIEST way of getting into 3D game development, because it does so much for you! Give people the tools to make CopperCube the game-making behemoth I know it can be! Please!!!

Sent from my iPhone SE (3rd Gen)"


ccbfan
Guest
Quote
2024-04-08 22:16:20

Coppercube has it quirks and shortcomings, it can't compare in terms of technical possibilties to huge game engines like Unity or Unreal, but at the same time it's so fast, easy and lightweight that even people who never even thought they would be able to create a 3D video game, can make a great one, because more important than tool is idea, determination and creativity - as already proven by many interesting games created in Coppercube. It's like saying that you can't take a good photo with an old camera...


guest
Guest
Quote
2024-04-09 17:28:48

@Just_in_case I'm gonna have to respectfully disagree with you on that one , I believe a lot of the criticism the OP has are completely valid and a big factor as well

Its not about "laziness" , making games is time consuming as it is , it is a iterative process and time and time I'll be needing to for example check for a condition that was not in the picture when I was initially creating the logic for something, and now I have to add a check before it and having to redo all of it again is time wasting and demotivating.

and like that sound loop bug its a small thing and yes you can do that and might not actually take much time , but all these "small" things will add up at the end to leave a sour taste in the mouth of the user.

To be fair these problems are only "Editor" related and not related to the core engine itself (which is great) , thats why I remember @Smnmhmdy saying he makes most of his games maps proccedurally generated and custom code everything since he didnt want to use the editor because of how bad it was.

I think recognizing these issues and aiming for solutions is much more appropriate than ignoring and simply calling them "lazy"


xandra2012
Guest
Quote
2024-04-10 16:54:15

And let's not forget my game as well:

https://store.steampowered.com/a...

coppercube is imperfect but it's limitations and surprizing capabilities make it special. i've experimented with coppercube for a long time and it always amazes me every time i give my idea a try. one wise man once said: coppercube is an ancient evil artifact, a very powerful tool in good hands.


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