Commercial quality games being made in cc?

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  • Hi. a friend and i are trying to find out what commercial quality or outright commercial games made or being made in cc

    The only one we know right now is the Iconoclast... can anyone point us to other such projects? thanks!

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    Wow, Arima, it's the first time I see actual gameplay of Loot Pursuit, and it instantly reminds me on the good old times of early console RPGs, like Grandia and such. Very, very good work! (Did I see some variation of either FF's "active time battle" system, or the one from Grandia?)

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  • tulamide - Thanks! Yeah, it's directly inspired by the battle systems of final fantasy IV/VI and super Mario RPG, along with the turn advancement being basically the FF active time battle system presented visually like how Grandia did it.

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    This is awesome! I am shocked. It's really amazing! <img src="smileys/smiley32.gif" border="0" align="middle">

    But why Construct Classic, not Construct 2?

    Is Construct 2 don't allow to do the same?

  • The most common reason I've seen for using CC over C2 (And this is me included) is that you can't export the game to .exe in C2.

  • Not to praise myself, but I think Blight fits the bill for commercial quality.

    CC over C2 due to .exe and a few features. C2 just would not have the performance to run Blight at the same level. Yet. And I started before C2 existed and refuse to remake it.

  • DeusEx - Thanks! It's made in CC because C2 wasn't out yet when I started working on it.

    CC has EXE but C2's getting that in the next version. Even though it's not native, it should be plenty fast for almost all games. CC has some extra speed executing code, but with EXE coming to C2, that's basically the only advantage it has anymore, and since most games are limited by rendering speed, not code speed, that's not much of one. As of C2 r100, I don't think there's any reason to use CC over C2 anymore.

  • Not to praise myself, but I think that Sunkin's Wrath is not bad example too.

  • I'd count our (mine these days) project Stray Senses as one, too. Development has been bumpy for three years and limited to art and assets for the ongoing year but I'll get to it once I'll have a decent desktop to work on. My 2008 laptop doesn't run this. At all.

    It's originally designed with a 'S.T.A.L.K.E.R. meets a Silent Hill' -ish premise but, depending on how demanding turns the development takes, I'm fairly sure I can't deliver the original design at least not by myself. We'll see.

    <img src="http://planar-studios.com/ztg/img/proj/planar/ss/ssdev_1.jpg" border="0">

    I've pasted this screenshot so many times. (I like it so so much)

  • The game looks really cool <img src="smileys/smiley20.gif" border="0" align="middle" />

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