C2 Metroidvania Style Beatemup performance problems?

Discussion and feedback on Construct 2

Post » Tue Apr 28, 2015 3:39 am

I'd like to start to make a metroidvania style beatemup game for PC and possibly OUYA, but I'm afraid of performance problems with using C2. For one, I have an artist that hand draws high resolution images, and we're wanting to have multiple high resolution backgrounds objects (think of Dust An elysian tail, and Guacamelee as a quality/resolution reference).

Dust layouts for, example, can stretch almost 6-7 screen widths for an entire layout/level with hand drawn art. Would C2 be able to handle that without memory or other hardware issues?
http://www.noogy.com/dust/dust_tease01.jpg

We'll be adding lighting effects and other sword of effects C2 utilizes. Most of my experience is that Mobile performance is bad, I'd like to make sure PC won't have this problem. The only other problem is the way it's controlled, is requires a controller due to certain in game mechanics.

Are these problems I won't have to worry about on PC that only affect mobile devices? If so, that still means OUYA could have memory problems
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Post » Tue Apr 28, 2015 3:58 am

Those are composted multi-part backgrounds in the games you speak of, not high resolution images.
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Post » Tue Apr 28, 2015 4:12 am

but they seem to have a lot of distinct platforms for when you're going up/down as well. Like each platfrom object can be 1024x576 but he has hand drawn tons of variations of them. Also, the ground that stretches across the whole level looks like one giant hand drawn road.
http://bulk2.destructoid.com/ul/225543-Dust-Header.jpg
http://www.guiamania.com/wp-content/upl ... 00x281.jpg
http://images.gamersyde.com/image_dust_ ... 0_0008.jpg
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Post » Tue Apr 28, 2015 4:43 am

@bscarl88

you could ask @Sqiddster is it worth to start doing serious+big game in Construct 2...
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Post » Tue Apr 28, 2015 5:41 am

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Post » Tue Apr 28, 2015 1:02 pm

One thing I will say is do a comprehensive performance test of the 'worst-case scenario' at a high resolution, with lots of particles, layers etc. This won't test the CPU but at least you'll know if the browser can handle it on the GPU side.
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Post » Tue Apr 28, 2015 2:37 pm

@sqiddster : good idea, It will be a native PC export, as I'd like to get it on steam. Are there any tutorials on how to effectively design a 2.5D beatmup like castle crashers, golden axe, streets of rage esque?
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Post » Tue Apr 28, 2015 3:44 pm

bscarl88 wrote:It will be a native PC export


Good luck making that in Construct 2.
The moderators are corrupt and ban for no reason, especially that condescending neckbeard asshole Kyatric. The forums are filled with fanboys.
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Post » Tue Apr 28, 2015 4:01 pm

Its doable, it just requires a large amount of planning.
More so if you know nothing of programming, or game design.
Obligatory John Snow.
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Post » Tue Apr 28, 2015 4:44 pm

I've been doing game design and development for about 3 years now and have a few released apps. I'll be able to handle character attacks, combos, blocking, dodging etc. The only thing I haven't done is predefined levels and layouts as all of my games have either been small arcade ones or infinitely proceduraly generated games

@nesteris are you saying it's a bad idea to do it in C2? I'd like to do it in Unity, but it's a lot for a one man programming team to do, which Is why I would like to do it in C2 to take away some overhead, and I've become pretty darn good at C2 as well.
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