Hybrid game

Discussion and feedback on Construct 2

Post » Mon Aug 04, 2014 1:58 pm

Hi everyone,

I'm really new to Construct and I'm currently discovering it. But before I go further I would like to know something and I don't find any "real" answers for that on the forum or tutorials.

I would like to concentrate my works on an hybrid game, with puzzle/point&click parts and other style parts (probably platformer or kind of). But even if Construct seems really nice and open to a lot of game style, I don't know if it's the better tool for that. Plus there is not so much guide or help already existing about this kind of stuff.

So I wonder if I should make, for example, the point & click part in Adventure Game Studio and the other parts in Construct and then try to combine them (but it seems a bit harsh to me) or try to make the whole thing in C2?

Any ideas or advices would be greatly appreciate.

Thanks in advance.

Cynips_
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Post » Mon Aug 04, 2014 2:04 pm

I would do it all in C2! You´ll need to save variables etc. and that´s nearly imposssible through several engines...
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Post » Mon Aug 04, 2014 3:40 pm

It's not impossible to spread a game across multiple engines, but the effort required to do so could be far better spent on improving gameplay. And, besides, learning how to do what you want to do in multiple engines/frameworks is quite an investment of time.

You can make any type of 2D game in Construct, although I stand by statements I've made previously that the likes of Adventure Game Studio or Visionaire Studio are better suited for point-and-click games. With that said, if you're going to make a hybrid game, then I'd definitely suggest that you stick with Construct. Puzzle elements are easy in Visionaire, but I can't imagine the pain involved in trying to beat the engine into a platformer game.

A word of advice on how to go about doing all of this: once you've got your gameplay overview plotted out, make the platforming stuff first, then the puzzle bits, then the point-and-click bits. You'll learn a lot of useful skills and an understanding of C2 while putting together a platformer that can be transferred to any other game types.
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Post » Mon Aug 04, 2014 4:12 pm

I've been working on a point and click adventure game with C2 and its going pretty well:
https://googledrive.com/host/0B3JLq-yXZ ... G43WjlRZ3M

I also made a puzzles game, with 9 logic puzzles:
http://www.avishaymizrav.com/time

It's a lot of work, but it is possible!
Though if you're planning on an android/ios versions you should work with tiles and lowRes sprites with minimum animations.
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Post » Mon Aug 04, 2014 4:56 pm

Beaverlicious wrote:I would do it all in C2! You´ll need to save variables etc. and that´s nearly imposssible through several engines...


Nice! What do mean by the need of "saving variables"?

GeometriX wrote:It's not impossible to spread a game across multiple engines, but the effort required to do so could be far better spent on improving gameplay. And, besides, learning how to do what you want to do in multiple engines/frameworks is quite an investment of time.

You can make any type of 2D game in Construct, although I stand by statements I've made previously that the likes of Adventure Game Studio or Visionaire Studio are better suited for point-and-click games. With that said, if you're going to make a hybrid game, then I'd definitely suggest that you stick with Construct. Puzzle elements are easy in Visionaire, but I can't imagine the pain involved in trying to beat the engine into a platformer game.

A word of advice on how to go about doing all of this: once you've got your gameplay overview plotted out, make the platforming stuff first, then the puzzle bits, then the point-and-click bits. You'll learn a lot of useful skills and an understanding of C2 while putting together a platformer that can be transferred to any other game types.


Thanks for these explanations and good advices. I appreciate it.
I didn't know Visionaire. Seems interesting (plus it's the engine which was used for making Deponia, and it's a good game).
But I think you're right, it would certainly be "easier" if I do all bits in the same engine...

Lof wrote:I've been working on a point and click adventure game with C2 and its going pretty well:
https://googledrive.com/host/0B3JLq-yXZ ... G43WjlRZ3M

I also made a puzzles game, with 9 logic puzzles:
http://www.avishaymizrav.com/time

It's a lot of work, but it is possible!
Though if you're planning on an android/ios versions you should work with tiles and lowRes sprites with minimum animations.


I can't run your puzzle game and I don't know why (the zip file seems "corrupted") but your point & click is very good so far. Great job! I wonder something right now: how did you manage paths and perspective effect on your character?

Also I rather want to make it for PC and in high res (hand-drawing and scanning stuff).

Thanks for your advices and feedbacks guys. And if some other people have more, it's still welcome! :)
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Post » Mon Aug 04, 2014 5:03 pm

for the path i used the official path finding behaviour, needed a little tweaking, but works good.
with 3d perspective i still have some problems, on most scenes i set the scale using the actors.Y and a predefined offset.
but when there are angled backgrounds it's much more complicated, i couldn't get the right formula yet to set it automatically, on worste case scenario i will do it manually or with overlapping triggers.

about the puzzles game, i am checking it right now, in the meanwhile here is another link:
https://googledrive.com/host/0B3JLq-yXZ ... A/time.zip

the file seems fine, maybe your download stopped in the middle, filesize should be 92.2MB
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Post » Tue Aug 05, 2014 5:30 pm

Lof wrote:for the path i used the official path finding behaviour, needed a little tweaking, but works good.
with 3d perspective i still have some problems, on most scenes i set the scale using the actors.Y and a predefined offset.
but when there are angled backgrounds it's much more complicated, i couldn't get the right formula yet to set it automatically, on worste case scenario i will do it manually or with overlapping triggers.

about the puzzles game, i am checking it right now, in the meanwhile here is another link:
https://googledrive.com/host/0B3JLq-yXZ ... A/time.zip

the file seems fine, maybe your download stopped in the middle, filesize should be 92.2MB


Hmm, ok, I will need some testing. Thanks for these informations.

And yeah, the download certainly stopped in the middle. I re-downloaded and tried it. Nice one as well! But I can clearly see your improvements between this one and the point & click.
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Post » Tue Aug 05, 2014 7:10 pm

Thanks!
They are very different games, the first one was a 1st person, puzzles only and i did everything by myself, including the graphics which is all made out of free tiles and sprites i put together (i am not that good with graphics), the second one is a more traditional 3rd person adventure and i have 2 pro 3d designers on the team, which makes all the difference!

But both had their own challenges, code-wise.
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Post » Wed Aug 06, 2014 6:47 am

Lof wrote:Thanks!
They are very different games, the first one was a 1st person, puzzles only and i did everything by myself, including the graphics which is all made out of free tiles and sprites i put together (i am not that good with graphics), the second one is a more traditional 3rd person adventure and i have 2 pro 3d designers on the team, which makes all the difference!

But both had their own challenges, code-wise.


Yea, I can see that. The puzzle is good, don't take me wrong. It's just clearly noticeable that some 3D professionnals work on the point & click, and it brings a clean and consistent overall impression which is beneficial. But I don't have any doubts about the challenges they represent, and not only code-wise! ;)
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Post » Tue Aug 12, 2014 4:22 pm

Also, I'm just wondering an other thing. Is it possible to make stuff in isometric view with C2?
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