Examples of big games in C2

Discussion and feedback on Construct 2

Post » Sat Apr 23, 2016 12:02 am

@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.
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Post » Sun Apr 24, 2016 8:35 am

@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.
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Post » Sun Apr 24, 2016 5:28 pm

@Silverforce 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.
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit
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Post » Sun Apr 24, 2016 7:10 pm

Dinosystem on steam was also made with Construct 2.
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Post » Mon Apr 25, 2016 4:13 am

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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Post » Mon Apr 25, 2016 2:23 pm

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).


@Jayjay Similar experience. From my games, I see Windows still got the best performance and input response. Some folks who used Ubuntu did report that the game could be run but it's not as smooth as Windows. Mac... has lots of troubles, and it just couldn't run bigger and more complicated C2 games well.

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.


@Fervir Let's wait for C3. Hopefully, all the known tough issues are addressed and taken care of, and hopefully we could migrate our project without any issue to C3.

C2 is a very solid capable engine, but there are still some kinks that need to be iron out.
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
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Post » Mon Apr 25, 2016 4:54 pm

@keroberos Ouch, yeah, C3 has some hope, although it has been said it will be using the same runtime as Construct 2 already, so only the editor will change at this point it seems:

"C3 will be using the same runtime as C2 so it should be highly compatible. However at this point it's simply too early to say anything for sure. "

construct-3-c2-projects-compatibility-to-what-extent_p916556?#p916556
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit
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Post » Mon Apr 25, 2016 5:47 pm

@jayjay do you have any programming experience before develop your game to unity?
i like your game a lot. so to understand as things are at this moment you guys based in your experiences with your games a mac verion or a linux is not recommended for now?
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Post » Mon Apr 25, 2016 7:46 pm

@spy84 Yeah, I self-taught/learned bit of a couple different programming languages online as well as taken 2 years of programming classes in highschool (technically A-Level Computing). The C# was what I was more comfortable with, but the nice thing about it is that there is also support for JavaScript which can run without too much slow-down (since it still runs the heavy processing/GPU bits of the engine natively).

But yes, we found that Mac and Linux and any other non-Windows exports were not successful for our C2 games, but that might be different in newer versions as Silverforce was saying up top!
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit
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Post » Mon Apr 25, 2016 8:19 pm

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