Examples of big games in C2

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  • 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.

  • 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

  • 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.

  • 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:

    [quote:2lfo83pb]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 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

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    . 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...

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

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    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.

  • Thanks for the replies and links everyone!

    I'm feeling more confident in C2 now

  • 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 <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

  • Jayjay

    Recent NWJs has fixed Linux problems with larger games.

    MAC still stuck at red bar loading once your game gets big, I think it's more than 1,000 objects loaded will get stuck due to OSX issues.

  • Jayjay Ahh, I see! This is good news then. I was so bummed when my project imploded on CC, that I was a little worried about how it would work out on C2.

    I had tried using C2 probably 5 times in the past and each time I was put off by how it didn't have all the little conveniences that CC had.

    I also felt that C2 had this stigma of being a weak engine, but hopefully with what I've learned from working with CC extensively and all the fixes and new conveniences that C2 brings I can make the game I had originally set out to.

  • Glad to hear! We're stuck on an older version of NW.js (NodeWebkit 10.5) as anything newer seems to break our game at the moment (platforming behaviour also goes through some crazy changes after C2 r192).

    And Fervir I've heard that Construct 2 has been so much more optimized than CC that you could get a bit more performance out of it with Google Chrome: https://www.scirra.com/blog/102/html5-g ... han-native

    That link doesn't mean C2 is going to be faster than all native engines though, as JavaScript will always have some % of overhead over other languages like C++ which CC is made with, but it means that a few things are way more optimized in C2 than CC.

    However, I did find with our game (which uses the NW/native EXE wrapper), that performance often didn't match that comparison, with CC feeling smoother when we compared against fairly large platformer projects we made in CC before our Steam game (eg: less jank and lag in CC, but I hear that is much improved in newer NW.js versions for C2, and the platformer behaviour seems way less buggy/has less missed collisions in CC when the game starts to drop below 60fps).

    Again, this might be fixed in newer versions of C2, but we haven't had any luck with our game remaining functional when we tried updating. Our game is too large (and copyrighted) to "upload a capx" to the public bugs section so if you're making a big game it's worth making it modular so you can present any bugs you might find separate from the entire game as well.

  • Dinosystem on steam was also made with Construct 2.

  • Did you see my games, Brick Breaker X: Rescue Rush and the old version of Round Rotate? Both are made in C2 and they were big for me, I dunno.

    https://sonargamesmy.wordpress.com/games/bbxrr/

    http://www.indiedb.com/games/round-rota ... a-demo-100 - Old and deprecated version of Round Rotate, I'm currently rebuilding the game right now.

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