Examples of big games in C2

Discussion and feedback on Construct 2

Post » Thu Apr 21, 2016 10:16 am

Anyone know of any?
I'm trying to decide whether to pick up C2 again or not (since CC finally died on me) and I'm wondering if there are any big games in C2 that have been finished.

Thinking about something along the lines of
150 unique enemies
20 boss monsters to fight
30+ tilesets and probably 500 unique rooms to explore
200+ unique items that have different functions that do not simply increase a stat by +2.
A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.
B
12
S
2
Posts: 32
Reputation: 856

Post » Thu Apr 21, 2016 11:11 am

B
135
S
33
G
17
Posts: 1,557
Reputation: 20,717

Post » Thu Apr 21, 2016 11:16 am

Mostly depends on the graphic and code you will use.
Be smart and I'm sure you will get project with any ambitions done!

Here's nice official manuals to help you on the matter:

https://www.scirra.com/manual/134/performance-tips
https://www.scirra.com/manual/183/memory-usage
I'm a Magician, not a Developer.
B
22
S
8
G
25
Posts: 106
Reputation: 14,294

Post » Thu Apr 21, 2016 11:20 am

B
135
S
33
G
17
Posts: 1,557
Reputation: 20,717

Post » Fri Apr 22, 2016 2:17 am

C2 holds up really good if you work hard to optimize your events.

It shouldn't limit your creativity for a 2D game for PC.
B
70
S
24
G
19
Posts: 1,757
Reputation: 17,614

Post » Fri Apr 22, 2016 5:32 am

@glerikud mentioned it above already that I made this: http://www.newgrounds.com/portal/view/660664 (Please use Chrome on Windows for best performance, and make sure to set your browser to allow for bigger storage for save game)

I see some players completed the game 100% and they took 12-15 hours. Here is an example of the 100% final result screen from one of my players: http://twinblazar.deviantart.com/art/Co ... -550116892

While my game is not as epic as something along the line of what you have mentioned:
150 unique enemies
20 boss monsters to fight
30+ tilesets and probably 500 unique rooms to explore
200+ unique items that have different functions that do not simply increase a stat by +2.
A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.


C2 can be used to do everything you have mentioned here, if you know what you are doing.
I got a game that you multiply, breath fire with two heads and brawl foes to oblivion with your clones: http://www.newgrounds.com/portal/view/660664 (use Chrome on Windows for best performance)

My sites:
http://twinblazar.deviantart.com
http://twinblazar.newgrounds.com
https://twitter.com/twinblazar
http://www.pixiv.net/member.php?id=15072448
B
30
S
11
G
11
Posts: 411
Reputation: 8,469

Post » Fri Apr 22, 2016 7:33 am

i think that if you have good assets and then a good flow in your game everything is possible. many people try to make a sidescroller shump but are these good enough to compare (at least with the assets and visual effects) with OUT OF by NEXTGAMELEVEL https://www.youtube.com/watch?v=1x3215gexDg. this games looks f***** amazing. A LOT OF WORK. so it doesnt matter if there are or are not big games in steam or anywhere else. its about our games if they are good enough to succeed.if they are then i think there is also a lot of work (maybe more than design a game) and thats it to promote it as much we can. luck is a factor too, but anyway what to do with luck more when a game sucks big time.

i sometimes catch my self to complain about features but at the end of the day i think how you call it an alibi for the difficulty or the lazyness to complete a game...
B
18
S
3
G
1
Posts: 248
Reputation: 2,353

Post » Fri Apr 22, 2016 10:38 am

We've been working on a game where a natural ecosystem is represented, and you survive as part of it.

https://www.youtube.com/watch?v=9Jcn9ORJWDg
https://www.youtube.com/watch?v=iW_SWqS3CQ8

It's not a "big game" in term of levels, story or content, as it's totally sandbox, but the game mechanics (or to better say, simulation mechanics) are extremely sophisticated.
B
65
S
22
G
4
Posts: 358
Reputation: 6,555

Post » Fri Apr 22, 2016 7:59 pm

Thanks for the replies and links everyone!
I'm feeling more confident in C2 now
B
12
S
2
Posts: 32
Reputation: 856

Post » Fri Apr 22, 2016 11:03 pm

Fervir wrote:Thinking about something along the lines of
150 unique enemies
20 boss monsters to fight
30+ tilesets and probably 500 unique rooms to explore
200+ unique items that have different functions that do not simply increase a stat by +2.
A puzzle system with probably about 50 unique elements that can be mixed around and connected to each other.


A game that big I'd say start off with an aim for/promise of Windows PC only, especially if you're using NW.js to wrap it into an EXE/executable. Our Kickstarter backers took it pretty hard when the game turned out not to run on Linux, Mac, and etc. like we hoped it would.

Our game stopped working properly on Linux and Mac (think Mac is broken for all with NW.js right now?) by the time it was 300MB in size ( http://store.steampowered.com/app/334190/ ), even though most of the size was music (full 8bit and 16bit soundtrack).

We've switched to another engine for future games, but that's mostly for non-Windows export options, not just because performance on Windows alone (another tip would be try to minimize CPU usage as it really breaks the platforming behaviour once some jank gets in there, but that might be better with the newest version of NW.js).

Other than that, yeah C2 can do some pretty cool stuff 8-)
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
B
119
S
41
G
17
Posts: 2,211
Reputation: 19,634

Next

Return to Construct 2 General

Who is online

Users browsing this forum: COGames, Euduardo, Lof, Refeuh and 5 guests